HardSciFiMod

Can anyone tell me how to create a new Combat type?
As in I don't need Archer and Melee and Mounted but I need Swarm and Spacecraft. There's no place to even put in a new name. In UnitInfos you can change the text like

<Combat>UNITCOMBAT_SWARM</Combat>

but that gets an error message when loading. So how does it know? Where is this list of allowable unit categories written so I can rewrite it? Why is there no smilie with a big scrawled on moustache?
 
The attached file is the current list of techs that I will put in 0.1, which has been a sticking point.
Actually it is four pages long (over 160 techs), some may not be self explanatory, and more prereqs need to be designated.

PS
One tech with 8 prerequisites gets you a message saying you have exceeded the memory allocated by SetGlobalTechInfo, whatever that is, whereas trimming it to 4 makes the nastygram go away. So the maximum number of prerequisites is a number between 4 and 7.

Also, if you make water terrain into land the water terrain art folder doesn't work for it, just the texture, detail, and grid in textures.
 

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I have done some work on this mod, typing in XML, and have worked through some glitches and been enthused by results. However, I find that I now have a problem, and perhaps someone can help me figure it out.
The mod crashes as soon as I research a tech. As soon as I research a tech, I get the wristwatch screen "You have entered the future" and cities get futuristic looking, and then everything freezes and crash to desktop.

This only became apparant when I was done typing in all the techs and costs and prereqs and x and y locations. Took me all day, arranging little slips of paper on the floor. Since I used Future tech as a template and copied over and over, I had been testing without ever researching a tech completely, since repeat was on, and now I turned that off and actually completed a tech and got this crash thing. I've tried starting in the future (INSTANT crash, on settling) setting all tech eras to Ancient (standard crash) taking out all python and sdk elements borrowed from elsewhere, using a trimmed down tech tree with only about 20 techs instead of 160+, and nothing works.

Also, interestingly, thinking I might have to start over, I made a mod with very few buildings and units and everything, just palace for buildings, settler worker and warrior for units, one tech per era, etc...
But on starting, which was hitch free, I found myself playing a normal game with everything in it, all the buildings and units etc... I created a building named Flinzop and still it did not work, acted like regular. Can anybody explain that?

There is more to this than I thought. Well, heigh ho.
 
After reading a thread in which jo jo requested and recieved help on a mod, I see that it is smart to upload broken car. So here is my xml. There's art and stuff too, but I'm leaving that out.

PS Actually, I'm getting bumped every time I try to upload it, even though its less than 500kb.
 
Tholish said:
The mod crashes as soon as I research a tech. As soon as I research a tech, I get the wristwatch screen "You have entered the future" and cities get futuristic looking, and then everything freezes and crash to desktop.
Something wrong with the futurisitic art files maybe? I'm not really sure. Would help to see the XML if you succeed in uploading it.

Tholish said:
Also, interestingly, thinking I might have to start over, I made a mod with very few buildings and units and everything, just palace for buildings, settler worker and warrior for units, one tech per era, etc...
But on starting, which was hitch free, I found myself playing a normal game with everything in it, all the buildings and units etc... I created a building named Flinzop and still it did not work, acted like regular. Can anybody explain that?
Are you sure the mod files are being loaded? If you are - make sure you clear the cache (shift button on loading screen).
 
OK, here we are. I opened each file, selected all, and pasted into another file of the same name in a separate folder structure and zipped that and it uploads. Now I'm going to try it in the mod. My AOL did catch an info trojan the other day, just as I was saving a back up copy of an upgrade from 0.06 to 0.07, and it ate half the backup before it was stopped. I had just recently downloaded a trial version of a commercial XML editor, to help find a reluctant glitch which it did, a tag which I closed twice (I had been using wordpad).
 

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I can't see anything wrong at the moment. I would suggest attempting to rip bits out until it starts to work - that'll let you determine what is causing the problem.
 
It was a couple of tech loops. I planned the tech tree carefully, but I guess I left errors. Via intermediates involving confusing sentience and sapience, quantum computer was a prereq for plasteel which was a prereq for quantum computer. Another tech was a direct prerequisite for itself.
I tested it by just taking the whole tech tree and grafting it into a standard tech infos as a new "mod", where it should have had no effect since it is not connected to any consequences such as buildings or units. But it crashed it, indicating a tech loop.

Also there was a later crash involving victory conditions. After initially getting rid of all but score victory I had put back all the victory conditions without putting back any way to get to them since I was getting a spaceship victory in about 3000 BC even though there was no spaceship or spaceship victory included in the XML. So, to simplify things for now, I will just leave all the victory conditions in and

Now its working and I'm back to the design process. I went through the tech tree and wrote down a likely benefit of each tech. A building, promotion, specialist, unit or resource it makes possible. I originally planned the tech tree based on real projections of future technologies, rather than looking at what was doable or would make a good game. Now I have to figure out how to make it a game using what is doable.

I have learned that terrain impassables simply don't work. I wanted to avoid using the flying mod and make coast and ocean land terrains. Ocean (space) is impassable and spacecraft can move through impassable terrain. Coast (ocean) was supposed to work like regular sea terrain by me using terrain impassables. Make "sea" units (actually land domain) unable to pass any land terrain and regular land units (tanks etc) other than spacecraft unable to pass the coast terrain and I figured they would then function as land and sea units without affecting the movement of spacecraft. However in tests I have destroyers supposedly blocked from land terrains running around all over them and infantry walking on the sea. A problem to play around with, not a major barrier.

Anyway there are also issues of dealing with the religion thing. The idea is that as new technologies are discovered new forms of people become possible and these are represented by religions, forcing civs to decide what they want to focus on. For example, the presence of the robotism religion represents a population of robots, while the presence of the humanism religion represents a population of humans. That is problematic because the portion of each religion is not tracked, just the presence or absence. If there is only a tiny population of humans in a mostly android city, how can all these buildings that benefit humans be having such a huge impact? Shouldn't they affect only the human portion of the population? Making buildings require a religion or state religion helps a lot, but still seems clunky.

Also, I have to decide what to use as my base units. I mean there are armor types (metal, plasteel, duralloy etc) power plants (batteries, superloop, fusion, singularity power etc) propulsion (antimatter rocket, chemical rocket, warp drive etc..) and guns (electrolaser, antimatter projectiles, coherent particle beams, etc. Most of these variants can be represented by upgrades, but which forms the base? I think it will be armor type because think about it you can take an engine out or mount a different gun, but bolt on armor is always ad hoc.

Also there is the matter of local resources. It would be great if I could have resources do good only if local, like you could in civ3 conquests. Then I could basically restrict things to particular planets. Besides, having access to a resource through a spaceport is not the same as having access to it by road. It should take extra effort to ship between planets. I am going to have to make mass driver improvements the method of making resources accessible generally and pair this with making spaceports rather high maintenance and expensive to build.

I am using star wars spacecraft for spacecraft, but have so far just resized them pretty big. However, I 'm going to try different sizes and see if I can't get them in swarms.

Also rather than a new thread for a small question: how is a no upkeep civic done?
 
Are you looking for any help with this mod? Normally I wouldnt offer to help, but I like your sardonic self deprecating wit.
 
Actually I need help. Currently I need help with this:

I am almost finished and ready to post an early version. The only thing left to do is buildings. I've just finished putting in Bonuses, and it starts up fine, so I go back to attach them to units. While giving units Bonus prereqs I notice that it would be really cool to make units of different kinds have prereq religions, ie Human Infantry requires Humanism state religion for example, so while I am at it I do that. When I test this I get a box saying

Tag: in Info class was incorrect
Current XML file is Units/Civ4UnitInfos.xml

This is very unhelpful, giving me no clue what is fouled up other than "tag," but I have to click the box off exactly 44 times, which is a clue. If you add up all the units with prereq religions OTHER than the Swarmism ones you get 43, which is close.

After clicking 44 times the mod plays fine, but I can't release it like that and really need help with what I have done wrong. File attached.

Also, I can't get any of the unit animations I have stolen to function properly. They fly around or walk around and fight each other like sumo wrestlers, wallowing against each other, but don't actually shoot.

And I could use help deciding whether to go ahead and upload what I've got, imperfect as it is.

I'm sure there's more. Let me go get a wheelbarrow...
no forget that. I'll finish off buildings and upload something and call it 0.1 and then improve that.
 

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I tried removing all traces of religion from all units and the 44 clicks still stays. I used Stylus to look at the XML and it says its fine, has pretty colors. There are no ordinary typos. I thought it might be blank lines, so I went through and removed them all. If it was a call to something nonexistent I'de get a "No such bonus as Signularity" message or something.

I guess the next step is to go back to a saved version of UnitInfos, plug that in there, and see what happens...

Works just fine, except that I had to click off about some builds that changed. I got nice messages about Tag Build Buildname...
The problem is definitely in UnitInfos.

So I'm going to have to take the old one (attached to THIS post) and make it look like the new one (attached to the last post) painstakingly, Replace All by Replace All. Or maybe line by line would be better. If anybody wants to do that. So I'll just do buildings first.
 

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Found it, I think. After fixing builds so it would run, I diagnosed by cutting and pasting big chunks from the correct-but-crashingUnitInfos into the old version. I had done everything above Missionaries, and it was working right, and then copied the missionaries. Finally got the error message, but only had to click 6 times!...

Aha!

"<BonusType/>"
does not work.

It must be
"<BonusType>NONE</BonusType>"

I'll post the mod today.
 
OK, I'll TRY to upload it today. There's a wait period thing. Version 0.1 is complete. 10.1 mb. The design is complete and it loads but it is VERY flawed. Only a few icons are complete. Many desciptions are of the TEXT_KEY variety. There is NO civilopedia, though there are all these references to it. Wasting energy on a scenario map would be pointless until the mod is finished. There are constant references to nonexistent sounds and artwork, which cause crashes when things are built and such. Also, no credits.

Come to think of it, I'll break it up.
Then there is lots of embellishment and playtesting and balancing and elbow grease yet to go. This is like, way pre beta. But, if anybody wants to work on it with me here it is. Unzip the Solaria0_1. Then unzip the Solaria0_1Art(sansUnits) and put the Art folder in the Assets subfolder of the first folder. Then unzip the Units file and put it in the Art folder.

http://www.civfanatics.net/uploads12/Solaria0_1sansArt.zip

http://www.civfanatics.net/uploads12/Solaria0_1Art(sansUnits).zip

http://www.civfanatics.net/uploads12/Solaria0_1UnitArt.zip
 
Reserved for upgrade which will consist of just the sans art file, and refer to downloading the art files from above. Expect later today. In fact I've already fixed the crash. It was regular worker, but while at it I eliminated Settler. Now you start with a Stealth Bomber ("advanced aircraft") which can settle explore or fight and a PolymerDeveloper which can settle or work (slowly). I like that choice. I also need to fix the whole Mass Driver thing and make classic units require resources and give Oracle plenty of prereqs and create buildings for all those medical advances that don't currently do anything. (In the scenario version you will start with big cities on great terrain--and all those unobtainium buildings-- and have a population explosion and will desperately need these, but in the randomly generated "interstellar colony" version they will be inadvisable early research techs.)

Edited: made these religion icons. Haven't tested them yet.

Edited: http://www.civfanatics.net/uploads12/Solaria0_2.zip
Use this in place of Solaria0_1 in the post above. It is now semi playable though obviously in need of much work. Next project is the map.
 

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Panjandrum said:
Are you looking for any help with this mod? Normally I wouldnt offer to help, but I like your sardonic self deprecating wit.

:lol:

That was really funny to read first thing in the morning.
 
I lied. Here is a MUCH improved version. Combat units and resources are available much earlier and many issues have been cleared up. I also include a world builder save so you get something of the idea. Just don't turn on the grid squares: advanced cities are too big and they cause a crash.

As above, extract the first file, then put the second one where Art goes in Assets in the first folder. Then get the units art folder from the Solaria 0_1 post a couple up--it hasn't changed--and unzip it in the Art folder.

http://www.civfanatics.net/uploads12/Solaria0_3.zip
http://www.civfanatics.net/uploads12/solaria0_3artsansUnits.zip

Edit: OK, there are problems with that one. Colonization of the space between planets is WAY too difficult, surface liquid is passable, satellites (and maybe other space units) are affected by terrain, ice cannot be harvested, swarm units don't appear soon enough, buildings don't cost food as planned, telescope doesn't require microgee bonus as planned, there are no great people factors, the first unit makes you click off a gleeful popup, the grid thing, civics is still "first notion", AI weights have not been assigned, there's no "experience" upgrade for units that earn upgrades but you don't have a new tech, satellites can attack cities?, religions are not differentiated enough, different religion infantries are not different in ability, sea units don't seem to appear, the wb isn't as complete as it should be, all units don't require maintenance as intended, satellites can be killed easily by ground units. No buttons civilopedia or civilizations.
 

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