Help improve the expansion pack!

I present possible UB/UIs for every civ that does not have one:

Rome - Baths
Replaces Garden
No river requirement
+2:c5happy:

Greece - Acropolis
Replaces Castle
+3:c5culture:

Germany - Autobahn
Replaces Roads
+1 :c5moves:

Spain - Plaza
Replaces Garden
No river requirement
+1:c5culture:
+2:c5gold:

France - Chateau
Replaces Castle
+1:c5gold: on Plantation resources

Ottomans - Central Dome Mosque
Replaces Temple
+1:c5culture:
+1:c5science:

Mongolia - Yurt
Replaces Monument
+2:c5food:

This is what I sometime suggested (giving an UB/UI for civs that have 2 UUs), but it wasn't a great success.
 
All the 2d art is done (I think). What's left is finding skins for the Levy, Skirmisher, and Light Infantry, if there's good artwork out there for medieval/renaissance/industrial units. Maybe even something from one of the scenarios... I haven't played them, so I don't know what sort of graphics are added in there.
 
Well light infantry will be easy. There are dozens upon dozens of WW2 skins now. Levy and Skirmisher might be harder, but if someone is willing to learn how to convert Civ4 to Civ5 units, then even that can be overcome.
 
Cruisin through some old threads and found this.. I'd be happy to do some Spanish translation if its still needed
 
How do you want us to submit code patches? Is the project hosted on github.com or SF.net or somewhere else?
 
Github would make it easier for you to accept help (pull requests) from others and work with multiple developers. It has a great UI and a simple bug/feature tracking system if you want to use it.

Some people do find git a little harder to grasp than Subversion due to its distributed nature, but I doubt you'll have any trouble. Github also provides Subversion access to your git repository for anyone that just wants to grab the code. Anyone willing to do the work to submit patches will find it easier because forking projects is built in.

I can fork the project which creates a duplicate repository to which I can freely commit. When I think I've got something ready for you, I submit a pull request to you. You'll see the commits that it involves, their diffs, and my comments. You can discuss them, comment on files (code review), etc. It's very slick and allows other modders to help without you needing to give write access.

While I used SourceForge.net for BUG (there was no Github or Google Code at the time), I'd go with Github nowadays and use it a lot with other projects in my day job.
 
I was going to tackle "Great Engineers display amount of production gained from their hurry mission," but it looks like that will require a new mission a la the GS in order to make the tooltip dynamic. Is that correct?

If so, I can follow the pattern, and it shouldn't be as involved. Any idea where I can find out how much :c5production: the GE will provide?
 
The online documentation I've found is a little fuzzy about this part. The console is open in the root project directory (left) and I would like to commit the 2 highlighted folders and the highlighted .civ5sln file (right). What are the commands to do this?

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Oh, good. You seem to be using cygwin as well. If so, I recommend installing xvrt as it's a nicer terminal emulator. For example, you can easily get ctrl-arrows to work to move by word by place this at the end of your "~/.inputrc" file.

Code:
# Control arrow for word movement
"\eOd": backward-word
"\eOc": forward-word

It comes as part of Cygwin but isn't installed by default. Run the installer again.

We're switching to git at work so I've found some good books to start with, both online and free.

  • Pro Git - written by an employee at Github
  • Think Like (a) Git - more about branching and merging


    • The workflow I and others (e.g. Github uses it) like to follow is to always work on feature branches. When you want to start a new feature, create a new branch from master and check it out with "git checkout -b <branch-name>". Now you can commit all your work to it, switch to other branches to work on other things, switch back, and then when you're done merge it back into master. This makes parallel development saner.

      Regardless, to get your files onto the master branch you add them to the staging area and commit from there. Using the staging area allows you to have many changes in your local filesystem and commit just the ones that are ready. There are other things that help with this, but this is the easiest.

      Code:
      $ git add "CiVUP and VEM" Textures "CiVUP and VEM.civ5sln"

      You can always see what local and staged changes you have by using "git status". This will even list the commands to use to get things into the staging area.

      Once there, just use "git commit" to commit everything in the staging area.

      "This will feel . . . a little weird."​

      Trust me, it feels funky in the beginning--even if you've used Subversion before--but you get more comfortable with it over time. I still don't have a good feel for it yet because I only use it in non-work projects. I'm really happy that we're switching at work because now it'll become second nature like SVN did. :D

      BTW, spaces in file names really make using the command-line a PITA. At least I'm getting more practice using \ to escape them now. :p
 
Sorry for the delay; I was debugging recent changes to the trigger system for a beta release. :)

I'm back to working on getting this uploaded now. What should I do when it asks for a commit message?
 
Just summarize whatever changes were involved with that commit. These messages are so you and other developers know what went into it. For an initial import I'd include the release version # that you're starting from, such as "Import of v131".

You can also tag the current state of affairs each time you do a release. It's tiny (four bytes plus the name) and takes no time to create. Just type "git tag <name>" such as "git tag v132".
 
I believe you can remove the fourth-to-the-last item, "Gift free units inside the capital, instead of near it." Unless there's more to it than I'm realizing, military units gifted from CSes appear in my capital.
 
How do I actually get past the commit message part though? I tried some of the vi commands I remember but they didn't seem to work. My vi experience was years ago. I'm not even sure if it's using vi... it doesn't look familiar to me.

The military units are only part of what I've done to accomplish the in-city task: policies and wonders also give free units. It's especially important for the free settler from Liberty. It always appears on the southwest corner, and a 1-2 turn variance in founding a city that early in the game can have a significant impact.
 
Ah, you just have to enter and save your message and then exit the editor. If that's not working, you can provide the message using "-m <message>" in the commit command.
 
How do I actually save and exit though? Escape doesn't switch from insert to command mode, as I was familiar with in VI. I don't know what editor this is using. :think:

I did a commit and it should be here... though I don't see any changes: github.com/Thalassicus/CiVUP-and-VEM

What's the easiest way to start Git in the project's working directly? I've been CD'ing there but that's a lot of typing. I haven't done much unix command-line stuff in some time. Also, how do I remove the password from the repository? I added one, but realized it's not really necessary for this, since all the code is available open source anyway.
 

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