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But "you" (or ROM?) added a pioneer and such as well, or is this a lot different than adding a new "city" building in the WB?

Ok then, is it possible to make a map, play one round and then editing the map? would this end up as a normal scenario where you are able to choose your civ?Or are you forced to play with the civ you made the turn?

If this would work, an enhanced pioneer unit only available in the WB should do the trick as well.

For making senarios this sounds like a fine solution. You would still have to place the special unit and then settle it as a city. The python would then add all the buildings. someone would need to write the python and create the unit. It would just be a -1 cost unit like all the other special units.
 
But is it possible to edit these cities after that (pop size, wonders....)? And will this end up in an scenario with choosable Civs or in a savegame with a "fixed" Civ?

And can you switch the civ you are playing? I think I read this somewhere...
 
But is it possible to edit these cities after that (pop size, wonders....)? And will this end up in an scenario with choosable Civs or in a savegame with a "fixed" Civ?

And can you switch the civ you are playing? I think I read this somewhere...

I have never built a scenario so I don't know. However it is just a quick way of putting buildings in a city so I don't see it as any different to stat building a scenario saving it then editing it as you do more.
 
Yes, REV has a feature that allows you to switch civs mid-game and 'join the rebels', if you so choose.

I think thats not excactly what I want... I want to place those "Pioneers", settle down, switch to the next Civ and settle their "Pioneers" down and so on... Your feature seems to me as it would happen by chance, isn't it?

And who is the python-Guy around here that could do this? :)
 
I think thats not excactly what I want... I want to place those "Pioneers", settle down, switch to the next Civ and settle their "Pioneers" down and so on... Your feature seems to me as it would happen by chance, isn't it?

And who is the python-Guy around here that could do this? :)

When you settle the special pioneer the python is run that adds the buildings. No chance. I am probably "the guy" at the moment. To do it I will need

- special icons for each special settler type

- list of buildings that should be built. I would need to check in the python that they were valid in the city I suppose.
 
As for the icons, just use the normal settler one should be fine I think since they are just a tool. As long you could see the name of them in the WB.

The list of buildings for an example I could work out until next monday I think.
It sounds to me that it would be possible to add ie "Port" to those buildings and while settle down the Python checks if this city has access to a coast and then only add a Port if it has? That would be cool!
 
I've been working on adding some Orbital tags, but when I try and load them it gives an XML error saying that the tags are used but not declared in the schema. What does that mean?

Edit:

Here's a pic.
 

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It means you haven't done the schema right. Post your schema changes in code here and I'll see if I can spot the problem for ya. I've run up against this one a LOT!
 
Here's the relavent part.

Code:
	<!--ls612's Orbital Tags -->
	<ElementType name="bOrbital" content="textOnly" dt:type="boolean"/>
	<ElementType name="bOrbitalInfrastructure" content="textOnly" dt:type="boolean"/>

and the nearby listing.

Code:
		<element type="bTeamShare" minOccurs="0"/>
		<element type="bAutoBuild" minOccurs="0"/>
		<element type="bWater" minOccurs="0"/>
		<element type="bRiver" minOccurs="0"/>
		<element type="bPower" minOccurs="0"/>
		<element type="bDirtyPower" minOccurs="0"/>
		<element type="bAreaCleanPower" minOccurs="0"/>
[B]		<element type="bOrbital" minOccurs="0"/>
		<element type="bOrbitalInfrastructure" minOccurs="0"/>[/B]
		<element type="DiploVoteType" minOccurs="0"/>
		<element type="bForceTeamVoteEligible" minOccurs="0"/>
		<element type="bCapital" minOccurs="0"/>
		<element type="bGovernmentCenter" minOccurs="0"/>
		<element type="bGoldenAge" minOccurs="0"/>
		<element type="bAllowsNukes" minOccurs="0"/>
		<element type="bMapCentering" minOccurs="0"/>
 
hmm... it looks right. Perhaps in the info file you didn't put the bOrbital tag use in the proper order? Seeing 'bAllowsNukes' tells me that does seem to be located in the BuildingInfos section so it SHOULD work fine.

The other thing would be to delete the cache and try again and see if that's the problem.

I also noticed you'd indicated a 0 in the tag. The way its set up you don't even need to mention the tag if you intend to make it 0. I figure you know that but I wanted to note it anyhow.
 
hmm... it looks right. Perhaps in the info file you didn't put the bOrbital tag use in the proper order? Seeing 'bAllowsNukes' tells me that does seem to be located in the BuildingInfos section so it SHOULD work fine.

The other thing would be to delete the cache and try again and see if that's the problem.

I used it in the right order, I double-checked that. I'll try a clean export and then replace the relavent files and see if that helps.
 
I also noticed you'd indicated a 0 in the tag. The way its set up you don't even need to mention the tag if you intend to make it 0. I figure you know that but I wanted to note it anyhow.

I know, I'm testing to make sure it doesn't crash, and that it will both load and end a turn properly with the new tags.
 
Is it in all the right schema files. The things to check are:

  1. In any building XML file that uses the new tag what schema filename is referenced, and is it in that copy
  2. Is that a unique schema filename. If the schema file name is shared between modules it needs ro be updated in every copy. That's why we recommend every module uses a uniquely named schema file.
 
Is it in all the right schema files. The things to check are:

  1. In any building XML file that uses the new tag what schema filename is referenced, and is it in that copy
  2. Is that a unique schema filename. If the schema file name is shared between modules it needs ro be updated in every copy. That's why we recommend every module uses a uniquely named schema file.

Ah... yeah. Forgot about that rule even though I ran headlong into it a month ago. Good point!
 
Is it in all the right schema files. The things to check are:

  1. In any building XML file that uses the new tag what schema filename is referenced, and is it in that copy
  2. Is that a unique schema filename. If the schema file name is shared between modules it needs ro be updated in every copy. That's why we recommend every module uses a uniquely named schema file.

This is the core BuildingInfos and Building Schema, so I don't think I have to rename anything.
 
This is the core BuildingInfos and Building Schema, so I don't think I have to rename anything.

Search for other copies of the core schema. The FIRST one it encounters it will cache against that name and se eve time it sees the same schema name. The core is NOT the one that gets loaded first, so if the is another it will need editing too.
 
Search for other copies of the core schema. The FIRST one it encounters it will cache against that name and se eve time it sees the same schema name. The core is NOT the one that gets loaded first, so if the is another it will need editing too.

Which one is loaded first?
 
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