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I'm not sure why it states its being used in the schema at all as it should not be (I just confirmed this on my end.)

I did not include it because I'd already done the same effect in the Combat Mod with iStrengthChange.
 
I'm not sure why it states its being used in the schema at all as it should not be (I just confirmed this on my end.)

I did not include it because I'd already done the same effect in the Combat Mod with iStrengthChange.

OK i changed that then, but i also need this one, thx.
 
I take it then that the Respawn promotions (located in Modules/Promotions/RespawnPromotions module) are python driven huh? I looked at the xml on those just now and it does seem to be missing any tag reference that would give it the +1 Life effect it displays itself as having.

I wouldn't mind putting it in. I just didn't want to overlap something we'd already done.
 
I take it then that the Respawn promotions (located in Modules/Promotions/RespawnPromotions module) are python driven huh? I looked at the xml on those just now and it does seem to be missing any tag reference that would give it the +1 Life effect it displays itself as having.

I wouldn't mind putting it in. I just didn't want to overlap something we'd already done.

Nope it doesnt have anything to do with the Respawn one, the respawn is completely python driven.
 
Yeah, alright. Once this is in place, we should take out the python driven method on respawn though and change it out to just use the tag.

I'm working on including OneUp now but it's a part of a larger set of new tags being developed so it'll take a little longer to update onto the SVN.

Any others you want that didn't go in? I really did not think that the one that gives a chance of survival was any different from withdrawal and the ones that healed the stack or adjacent units had any basis in a non-fantasy game. But the survival one is closely related in its coding to OneUp so if you feel its useful somehow, it'd be good to include it now.
 
Yeah, alright. Once this is in place, we should take out the python driven method on respawn though and change it out to just use the tag.

I'm working on including OneUp now but it's a part of a larger set of new tags being developed so it'll take a little longer to update onto the SVN.

Any others you want that didn't go in? I really did not think that the one that gives a chance of survival was any different from withdrawal and the ones that healed the stack or adjacent units had any basis in a non-fantasy game. But the survival one is closely related in its coding to OneUp so if you feel its useful somehow, it'd be good to include it now.

OK i am going through them now just incase:

Here is what they have listed:
Spoiler :

<iSurvivorChance>20</iSurvivorChance><bDefensiveVictoryMove>1</bDefensiveVictoryMove>
<iVictoryHeal>15</iVictoryHeal>
<bOneUp>1</bOneUp>
<iVictoryAdjacentHeal>15</iVictoryAdjacentHeal>
<iVictoryStackHeal>15</iVictoryStackHeal>
<iExtraStrength>1</iExtraStrength>
<iExperiencePercent>25</iExperiencePercent>
<iChanceFirstStrikesChange>3</iChanceFirstStrikesChange>
 
<iVictoryAdjacentHeal>15</iVictoryAdjacentHeal>
<iVictoryStackHeal>15</iVictoryStackHeal>

Are you sure there's any Real World rational for these enough to justify them being in a non-fantasy mod? I could include them as well but thought them superflous for C2C...

Looks like I'll need to include <iSurvivorChance>20</iSurvivorChance> as well huh? How does this differ from withdrawal though?
 
Yeah, alright. Once this is in place, we should take out the python driven method on respawn though and change it out to just use the tag.
The respawn or life+1 function works by If the unit dies and has a respawn promotion it heals and looses the promotion. If the promotion was for more than one life the unit gets the promotion for one less life or no promotion if it was just +1 life.
 
<iVictoryAdjacentHeal>15</iVictoryAdjacentHeal>
<iVictoryStackHeal>15</iVictoryStackHeal>

Are you sure there's any Real World rational for these enough to justify them being in a non-fantasy mod? I could include them as well but thought them superflous for C2C...

Looks like I'll need to include <iSurvivorChance>20</iSurvivorChance> as well huh? How does this differ from withdrawal though?

I am adding all these just for the project that DH and I have done. These are tags that are in the Promotions of the project, so take it as you may. If something is close i will use them then.
 
Oh, I'm adding them now. I was just figuring they wouldn't have use in this mod so I was reluctant. But they shouldn't be hard to work in as well.

Note:
<iExperiencePercent>25</iExperiencePercent>
<iChanceFirstStrikesChange>3</iChanceFirstStrikesChange>
are not tags he did. I haven't confirmed we have them but they look to be stock bts tags?

EDIT: yes... we do have those already.
 
I am currently using existing art for the vintage wine wonders. Hydro has given me some better buttons to use. So I created the attached building art xml file copied and edited from the Subdued animals one but I get the error in the image.

As this is a brand new file in the module I tried clearing the cache folder but that does not fix the problem.

Any ideas?
 
All I can see wrong is something isn't right about the LSystem tag and the way its expressed or implemented somehow. Beyond that I have very little familiarity with this art stuff. Sorry I can't be more helpful here. Maybe try removing that tag and any others that aren't being used? (so long as in the schema those tags are setup for use with minimum 0 and are thus unrequired - if that isn't mentioned in the schema on those than its probably not accepting that there's nothing being set on those tags.)
 
All I can see wrong is something isn't right about the LSystem tag and the way its expressed or implemented somehow. Beyond that I have very little familiarity with this art stuff. Sorry I can't be more helpful here. Maybe try removing that tag and any others that aren't being used? (so long as in the schema those tags are setup for use with minimum 0 and are thus unrequired - if that isn't mentioned in the schema on those than its probably not accepting that there's nothing being set on those tags.)

The only things different in that file and the Subdue Animals file is the contents of the Type and Button tags. All the rest are exactly the same. I'll try updating my schema maybe something went wrong there.:(

Edit Changing the schema did not work:(.

Edit Doh! You don't spell "Building" as "B" "o" "n" "u" "s":wallbash:
 
Not exactly a help request, but the other thread wasn't in the first four pages, and I'm not sure how thread necromancy is dealt with...

I'd be interested in contributing to the vocal tech quotes. Yes, I have a deep voice. I've been told by many people that I should be in radio, be an announcer, etc. My problem is that I don't have software with which to do so. If someone could point me to low-cost (free is better), but still decent software, that would be wonderful. Yes, I've looked a bit but I must be using the wrong search terms.
 
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