Help requested - two issues

TofuSojo

Chieftain
Joined
Sep 28, 2014
Messages
41
Location
Orlando, FL
Hey all. I'm having trouble with a mod I've been working on. Trading Posts Grow into Towns (it's up on the Steam Workshop).

There are just two more things I'm trying to do before I'ld say it's done, or at least out of alpha:

1) Give my custom improvements defensive modifiers. Here's the code for my Town building:
<Row>
<Type>IMPROVEMENT_TOWN4</Type>
<Description>Town</Description>
<Civilopedia>TXT_KEY_CIV5_IMPROVEMENTS_TRADING_POST_TEXT</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_TRADING_POST4</ArtDefineTag>
<ImprovementPillage>IMPROVEMENT_TOWN3</ImprovementPillage>
<PillageGold>80</PillageGold>
<DefenseModifier>15</DefenseModifier>
<PortraitIndex>32</PortraitIndex>
<IconAtlas>TERRAIN_ATLAS</IconAtlas>
</Row>

I added the <DefenseModifier>15</DefenseModifier> line, just like Forts have but it simply isn't in affect in game. I've also tried 5, 10, 25, and 50, just to test it only certain numbers are valid for improvements. At least I don't think they are in game because when I hover over a Barb standing on an unpillaged Town, I can see terrain modifiers, but none for the ones I'm trying to add. Note that otherwise my improvements work correctly.

2) I'm trying to have my improvements use the pre-G&K's model. I read PawelS's similar thread from 2012, but he was trying to use both styles at once. And in ModBuddy I have added an Art folder which, outside of ModBuddy, I've filled with the art files for the old model extracted from Civ 5's Resources but it didn't change it in game. I checked off Reload Landmark System in the Mod Info tab of Properties (I assume that is how you get it to reload the VFS?). I suspect that is all terribly wrong :).

Actually the ideal would be if they used low pop city art, but I assume that is too tall an order...

Thanks in advance
 
1) I believe the defensive modifiers only work for the civ that owns the tile - that's why it doesn't work for barbs.

2) You should rename all files for old Trading Posts, so they have different names than the new ones. Otherwise there is a conflict in the game's VFS (virtual file system). Also you need to change the references inside the .fxsxml files for the old trading posts, so they refer to the renamed files. Then you can create new art defines that point to the old trading posts' .fxsxml files, using the existing art defines in the database as an example.

Another important thing is that the game is hardcoded to add random numbers (1-4) to the art define name, but only to ART_DEF_IMPROVEMENT_TRADING_POST. If you use a new art define for old trading posts, the numbers won't be added to it. So to randomize the looks of the old trading posts you need to use the RANDOM layout handler, which, if I remember correctly, doesn't work properly when you use a different model for Ancient and Industrial eras.
 
I never knew enemies didn't use improvements' defensive modifiers in enemy territory, which is silly to me...one more mod for my list...thanks much for letting me know.

Where do I find these .fxsxml files? I've looked through and run a search in Civ 5's folder and all I can find are xml, sql, lua, and fpk files amongst a few others, but not those. Are they inside an fpk file like ImprovementModels.fpk in Resources/Common?

I'll worry about the random part after I get any of it working, lol. Where is this art define xml by the way? Also having trouble finding it. Only one I can find is the improvements.xml which links it to the trading post like normal.
 
Where do I find these .fxsxml files? I've looked through and run a search in Civ 5's folder and all I can find are xml, sql, lua, and fpk files amongst a few others, but not those. Are they inside an fpk file like ImprovementModels.fpk in Resources/Common?

Yes, you will find all the needed files (.fxsxml, .ftsxml, .gr2 and .dds) in the .fpk files. You can extract individual files from .fpk files using Dragon Unpacker, or use the Nexus which will unpack all .fpk files at once - this is not a good idea in this case, as it can overwrite some old files with new ones, or vice versa.

The .fxsxml, .ftsxml, and .gr2 files for old trading posts are located in resource\common\ImprovementModels.fpk. The new ones are uncompressed, and located in assets\DLC\Shared\Buildings\Improvements\ Trading_Post.

The .dds files are in resource\DX9\ImprovementTextures.fpk. Those with names starting with trading_post seem to be the new ones and you won't need them; the new ones are also in Upgrade1Textures.

In the aforementioned .fpk files, search for files with 'trading_post' in their names. There is one file you won't need: pl_med_trading_post.gr2 (without a number) - it's probably there by mistake.

After extracting the needed files, rename them, change the references in .fxsxml files to the renamed versions, and put them in your mod with VFS set to true.

I'll worry about the random part after I get any of it working, lol. Where is this art define xml by the way? Also having trouble finding it. Only one I can find is the improvements.xml which links it to the trading post like normal.

I have no idea where the art define xml is. I just read the art defines from the database so I know how to create similar defines in my mod.

In case you don't know how to view the database - you can use any tool that can open SQLite files (I use the SQLite Manager add-on for the Mozilla Firefox browser). The file you need to open is My Documents\My Games\Sid Meier's Civilization 5\cache\Civ5DebugDatabase.db. For me, modding Civ5 without viewing the database is like walking in the dark :)

Art defines for improvements (and also for resources and some features) are located in the following tables:

ArtDefine_LandmarkTypes
ArtDefine_Landmarks
ArtDefine_StrategicView

You just need to find the existing defines for trading posts, and create similar defines for old trading posts that refer to the renamed .fxsxml files, taking into account the problem with random numbers, which I will explain here in more detail:

As you can see in the Improvements table, the Trading Post improvement uses the following art define: ART_DEF_IMPROVEMENT_TRADING_POST. But you won't find this define in ArtDefine_LandmarkTypes and ArtDefine_Landmarks. Instead, you will find the following defines:

ART_DEF_IMPROVEMENT_TRADING_POST1
ART_DEF_IMPROVEMENT_TRADING_POST2
ART_DEF_IMPROVEMENT_TRADING_POST3
ART_DEF_IMPROVEMENT_TRADING_POST4

They refer to 4 different versions of a trading post that are used randomly. So the game, when an improvement uses ART_DEF_IMPROVEMENT_TRADING_POST, will actually use ART_DEF_IMPROVEMENT_TRADING_POST1 to 4, adding a random number at the end of the art define name. But this is hardcoded to work only for this define. If you do the same with something that has a different define name, like the old trading posts, it won't work.

As far as I know, there is no good workaround to this problem, if you want to have randomized trading posts, and different versions for ancient and industrial era. But you can experiment a little, and perhaps you will find a solution. If you don't need different versions for different eras, you can use the RANDOM layout handler - see how it's done with barbarian camps and goody huts, for example. I'm not 100% sure, but I seem to recall that the RANDOM layout handler doesn't work with Ancient/Industrial versions of an improvement.

I know all this is quite complicated, but getting extra graphics to use for improvements is worth the effort. If you have any more questions, feel free to ask :)
 
Ok, I extracted and renamed the files and changed the references to Trading_Post in the fxsxml files.

I don't use Firefox, but rather Chrome, but I just got Database Browser for SQLite and I found the tables in there.

What exactly does "add the files to your mod and set VFS=true" actually mean? I think they are added already, in that ModBuddy has an Art folder which contains them, but I think you mean I need to add a command in my xml file that adds them somehow and in that command literally place "VFS=true" somewhere?

I assume I would add a new table entry also in my xml file like this:

Code:
<ArtDefine_Landmarks>
        <Row>
		<Era>Industrial</Era>
		<State>UnderConstruction</State>
		<Scale>1.0</Scale>
		<ImprovementType>ART_DEFINE_IMPROVEMENT_TOWN1</ImprovementType>
		<LayoutHandler>SNAPSHOT</LayoutHandler>
		<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
		<Model>Art/hb_mod_town1.fxsxml</Model>
		<TerrainContour>1</TerrainContour>
		<Tech></Tech>
        </Row>
</ArtDefine_Landmarks>

For the model field, I guessed its path would start in my mod's folder. In the SQLite browser the text field was just blank, so I left it empty here.

By the way, is there anyway to see the four different models to compare them? Or is the difference something minimal like in which direction they point? I ask because in my mod I have four tiers of Trading Posts so maybe I could use one model for each? Then I wouldn't need a randomizer.

I think I get the hardcoded issue for randomizing which model the game uses, but what does that have to do with changing the model from Ancient to Industrial. Doesn't that just automatically happen to all improvements once you enter the Industrial Era? What I mean is, that part isn't random.

I would rather have both Ancient and Industrial looks, but if that is impossible, I could accept only having Industrial (at a distant they look like mud buildings, lol).

Thanks so much for all the help so far!
 
Ok, I extracted and renamed the files and changed the references to Trading_Post in the fxsxml files.

I don't use Firefox, but rather Chrome, but I just got Database Browser for SQLite and I found the tables in there.

Actually I use Chrome for web browsing too, I use Firefox only for running the add-on.

What exactly does "add the files to your mod and set VFS=true" actually mean? I think they are added already, in that ModBuddy has an Art folder which contains them, but I think you mean I need to add a command in my xml file that adds them somehow and in that command literally place "VFS=true" somewhere?

When you select a file in the "Solution Explorer" window in ModBuddy, you can see its properties in the Properties window. One of the options in that window is "Import into VFS". Set it to true. That's what I meant by setting VFS to true (you can select multiple files using the Shift or Ctrl key and set VFS to true for all of them at once).

I assume I would add a new table entry also in my xml file like this:

Code:
<ArtDefine_Landmarks>
        <Row>
		<Era>Industrial</Era>
		<State>UnderConstruction</State>
		<Scale>1.0</Scale>
		<ImprovementType>ART_DEFINE_IMPROVEMENT_TOWN1</ImprovementType>
		<LayoutHandler>SNAPSHOT</LayoutHandler>
		<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
		<Model>Art/hb_mod_town1.fxsxml</Model>
		<TerrainContour>1</TerrainContour>
		<Tech></Tech>
        </Row>
</ArtDefine_Landmarks>

Yes, this is the "under construction" version. You also need "constructed" and "pillaged" versions. Don't forget to add a row to ArtDefine_LandmarkTypes too. And an SV icon to ArtDefine_StrategicView.

For the model field, I guessed its path would start in my mod's folder. In the SQLite browser the text field was just blank, so I left it empty here.

You mean the tech field? Yes, it's blank for most improvements, it's only used for the Polder that should look different after researching the Economics tech. Also note that you don't need to put the full path to the .fxsxml file in the Model field - the filename is enough (this is how the VFS works).

By the way, is there anyway to see the four different models to compare them? Or is the difference something minimal like in which direction they point? I ask because in my mod I have four tiers of Trading Posts so maybe I could use one model for each? Then I wouldn't need a randomizer.

IIRC they have a bit different placement of tents. You can use the RANDOM layout handler and paint some of them on the map using FireTuner to see the differences.

I think I get the hardcoded issue for randomizing which model the game uses, but what does that have to do with changing the model from Ancient to Industrial. Doesn't that just automatically happen to all improvements once you enter the Industrial Era? What I mean is, that part isn't random.

I would rather have both Ancient and Industrial looks, but if that is impossible, I could accept only having Industrial (at a distant they look like mud buildings, lol).

Thanks so much for all the help so far!

You can test it yourself, but IIRC for some reason it doesn't work as it should. To use the RANDOM layout handler, just add multiple rows to ArtDefine_Landmarks with different .fxsxml files in the Model field, and of course RANDOM in LayoutHandler field.
 
Ok, I've properly added the art files now and set them all to VFS = true. Neither my main nor my art xml file needs that too right, just the art files themselves?

In the art xml, I have the following for the ArtDefine_LandmarksTypes table:
Code:
<Row>
	<Type>ART_DEF_IMPROVEMENT_TOWN1</Type>
	<LandmarkType>Improvement</LandmarkType>
	<FriendlyName>Town 1</FriendlyName>
</Row>
<Row>
	<Type>ART_DEF_IMPROVEMENT_TOWN2</Type>
	<LandmarkType>Improvement</LandmarkType>
	<FriendlyName>Town 1</FriendlyName>
</Row>
<Row>
	<Type>ART_DEF_IMPROVEMENT_TOWN3</Type>
	<LandmarkType>Improvement</LandmarkType>
	<FriendlyName>Town 1</FriendlyName>
</Row>
<Row>
	<Type>ART_DEF_IMPROVEMENT_TOWN4</Type>
	<LandmarkType>Improvement</LandmarkType>
	<FriendlyName>Town 1</FriendlyName>
</Row>
I'm pretty sure I did that right but what is that friendly tag? I've not seen that used any where yet.

For the ArtDefine_Landmarks table I have all 24 entries reflecting the four types, two eras, and 3 states that look like this:
Code:
<Row>
	<Era>Ancient</Era>
	<State>UnderConstruction</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEFINE_IMPROVEMENT_TOWN1</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>hb_med_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
I now have the LayoutHandler set to RANDOM and the model has no file path. Pretty sure all of those are correct, I hope.

Now for the ArtDefine_StrategicView table, I saw there was only one trading post entry, unnumbered, surely because all the variants use the same icon, so I made four entries each pointing to the original unmodded icon, thus:
Code:
<Row>		
       <StrategicViewType>ART_DEFINE_IMPROVEMENT_TOWN1</StrategicViewType>
	<TileType>Improvement</TileType>
	<Asset>SV_TradingPost.dds</Asset>
</Row>
<Row>
       <StrategicViewType>ART_DEFINE_IMPROVEMENT_TOWN2</StrategicViewType>
	<TileType>Improvement</TileType>
	<Asset>SV_TradingPost.dds</Asset>
</Row>
<Row>
       <StrategicViewType>ART_DEFINE_IMPROVEMENT_TOWN3</StrategicViewType>
	<TileType>Improvement</TileType>
	<Asset>SV_TradingPost.dds</Asset>
</Row>
<Row>
       <StrategicViewType>ART_DEFINE_IMPROVEMENT_TOWN4</StrategicViewType>
	<TileType>Improvement</TileType>
	<Asset>SV_TradingPost.dds</Asset>
</Row>

I just ran some tests and my improvements are now invisible :(. I've tried setting the Art.xml and my main xml as VFS=true separately and together; I've tried it with all the RANDOM handlers set back to SNAPSHOT; and I've tried it before and after the medieval style would change to industrial. Oddly even the strategic view icon is invisible and I used the original one...
 
1. Did you set your XML file(s) to OnModActivated->UpdateDatabase? (They don't need to be in the VFS)
2. If so, can you see the new rows you added in the database when the mod is active?
3. If not, check what the logs say.
4. Did you check "Reload Landmark System" and "Reload Strategic View System" on the Mod Info tab?
5. If you use the RANDOM layout handler, the art define name should be the same (for example ART_DEFINE_IMPROVEMENT_TOWN without the numbers) for all rows you add with different .fxsxml file names, and it should appear only once in ArtDefine_LandmarkTypes. The same name should be used for the SV icon and as the ArtDefineTag in the Improvements table. If you use SNAPSHOT, you can create 4 defines with numbers at the end like you did, and use one of them in the Improvements table.

(The "friendly name" is just the name of the improvement, I don't know if it's used anywhere.)

Edit: I just noticed that you used names starting with ART_DEF_ in ArtDefine_LandmarksTypes, and starting with ART_DEFINE_ in ArtDefine_Landmarks and ArtDefine_StrategicView. This is a likely cause of the improvement being invisible.
 
Yeah, both xml's are set on mod activation. Otherwise the mod has been working, it's just this art change part now. It would make sense to check off "Reload Landmark System" and "Reload Strategic View System", wouldn't it? Even I should have thought of that!

I just saw your edit and I fixed that ART_DEF thing (woops), but that fix combined with checking off those two reloads didn't work, so I suspect I still need to sort out the following issue:

Ok, so since I'ld like to see if Random works first, in all three of the tables I just showed you, if I get rid of the 1-4 numbers I'll have one set instead of four, i.e. one entry in the ArtDefine_LandmarksTypes table:

Code:
<Row>
	<Type>ART_DEF_IMPROVEMENT_TOWN</Type>
	<LandmarkType>Improvement</LandmarkType>
	<FriendlyName>Town</FriendlyName>
</Row>

... but surely still all 24, not 6, even after I remove the number after "Town", in ArtDefine_Landmarks since there are 24 different art files. First 12 entries, for Town 1 & 2:

Code:
<Row>
	<Era>Ancient</Era>
	<State>UnderConstruction</State>
	<Scale>1.0</Scale>	
        <ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>hb_med_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Ancient</Era>
	<State>Constructed</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>med_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Ancient</Era>
	<State>Pillaged</State>
	<Scale>1.0</Scale>			    
        <ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>pl_med_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Industrial</Era>
	<State>UnderConstruction</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>hb_mod_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Industrial</Era>
	<State>Constructed</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>mod_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Industrial</Era>
	<State>Pillaged</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>pl_mod_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Ancient</Era>
	<State>UnderConstruction</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>hb_med_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Ancient</Era>
	<State>Constructed</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>med_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Ancient</Era>
	<State>Pillaged</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>pl_med_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Industrial</Era>
	<State>UnderConstruction</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>hb_mod_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Industrial</Era>
	<State>Constructed</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>mod_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>
<Row>
	<Era>Industrial</Era>
	<State>Pillaged</State>
	<Scale>1.0</Scale>
	<ImprovementType>ART_DEF_IMPROVEMENT_TOWN</ImprovementType>
	<LayoutHandler>RANDOM</LayoutHandler>
	<ResourceType>ART_DEF_RESOURCE_ALL</ResourceType>
	<Model>pl_mod_town1.fxsxml</Model>
	<TerrainContour>1</TerrainContour>
	<Tech></Tech>
</Row>

...and one in ArtDefine_StrategicView:

Code:
<Row>	
        <StrategicViewType>ART_DEF_IMPROVEMENT_TOWN</StrategicViewType>
	<TileType>Improvement</TileType>
	<Asset>SV_TradingPost.dds</Asset>
</Row>

Doing this for the first and third tables make sense, but what about all the entries in the second? I didn't remove the "1" from the model file since that is actually its filename, but that makes me think I should still have all 24 entires here, even though none of their ImprovementTypes would have a number at the end of them any more.

Only getting these two errors in log, which I would think would only affect its strategic view icon showing up, not the improvement's actual graphic:

[473318.015] columns StrategicViewType, TileType are not unique
[473318.015] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[473319.687] no such table: ContentPackage.LocalizedText
[473321.031] no such table: ContentPackage.LocalizedText
[473322.984] columns StrategicViewType, TileType are not unique
[473322.984] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'

I know the ContentPackage ones are Firaxis generated, but I didn't want to alter anything between my two errors, just in case. It seems to be complaining that the TileType entry, "Improvement", is not unique, but that is exactly how it appears for all improvements in that table according to the SQLite browser...
 
Can you attach your mod? (I only need the built .civ5mod file) Then it will be easier for me to sort it out...
 
Seems you didn't read the logs properly. I found this in database.log:

[33475.068] no such table: ArtDefine_LandmarksTypes
[33475.068] In Query - insert into ArtDefine_LandmarksTypes('Type', 'LandmarkType', 'FriendlyName') values (?, ?, ?);
[33475.068] In XMLSerializer while updating table ArtDefine_LandmarksTypes from file Art/Art.xml.

You made a mistake in table name, which caused the entire Art.xml file to get discarded, so nothing from it was entered into the database.

After fixing the table name (it should be ArtDefine_LandmarkTypes, without 's'), the old trading post graphics appears on the map. But only one version of it. In ArtDefine_Landmarks you should have used all 4 versions of the .fxsxml files - the first 12 rows you add should have '1' at the end of the .fxsxml filename, next 12 should have '2' and so on.

As I remembered, the RANDOM handler doesn't work properly when there is a different version of the improvement in industrial era - when placing them in industrial era, some of them use the 'medieval' version, while some use 'modern'. So I guess you can just use one version and the SNAPSHOT handler, because, as you suspected, the four different versions of the old trading post seem to be rotated versions of the same model. Or you can try some experiments with different layout handlers.

One more thing - deleting things, especially from tables with ID column, can have unexpected and bad consequences (in this case I couldn't place your towns using the FireTuner, because the 'hole' in Improvements table prevented the Tuner from displaying the list of all improvements). So I think it's better to just delete the Trading Post from the Unit_Builds table (so workers can't build them), and set GraphicalOnly to 1 for this improvement in the Improvements table, so it doesn't appear in the pedia.
 
It worked!

As you said, in modern times they would randomly have any of the 8 possible models instead of only sticking to the modern 4. I just had all 24 art entries point to the modern models -- everyone always hated the tents anyway. I left them random though. When they are built or upgrade on their own, their model randomly changes to one of the 4 modern options, which is fine.

I think I may have been looking in the log at the wrong time. I was opening it after exiting to the main menu. From a thread I read, I think I was supposed to look right after enabling my mod in the mod list before game start.

And thanks for the advice on the deleting. I haven't used FireTuner yet. I just test stuff in game, which is probably wasting time. I was looking for a way to hide dummy improvement from the Civilopedia, so that's one more bug out of the way!

Thanks so much!
 
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