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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...

On this forum thread necromancy is normal since a thread may get shoved down to page three or further very quickly. For example we talk about the religions for a while changes get made (or not) and then they are played with for a fer releases by which time the religion discussion is now on page 7:lol:.
 
On this forum thread necromancy is normal since a thread may get shoved down to page three or further very quickly. For example we talk about the religions for a while changes get made (or not) and then they are played with for a fer releases by which time the religion discussion is now on page 7:lol:.

I ignore any ideas of thread necro, especially because bringing back an old thread is better than making 3 or 4 duplicate threads for the same issue IMO.
 
help! I can't see why the text for all the slave/captive is showing up as TXT_KEY_BUILD_...

Can someone look in my Captives folder the file is Captives_z_CIVGameText.XML and the unit infos file - I may be making a dyslexic error:(
 
help! I can't see why the text for all the slave/captive is showing up as TXT_KEY_BUILD_...

Can someone look in my Captives folder the file is Captives_z_CIVGameText.XML and the unit infos file - I may be making a dyslexic error:(

Try putting them ALL in one file. it might be the z thats its missing for some reason?
 
I ignore any ideas of thread necro, especially because bringing back an old thread is better than making 3 or 4 duplicate threads for the same issue IMO.

I totally agree. Good threads are like manuals. You can learn a lot from them and can even get inspired for new ideas. Its a good thing to necro a thread if you idea or question is related to it. I honestly hate when people make like 10 thread about the same thing or posted in the wrong section. Bug problems go in the bugs sub-forum. That's why we have a sub-forum. :rolleyes:
 
help! I can't see why the text for all the slave/captive is showing up as TXT_KEY_BUILD_...

Can someone look in my Captives folder the file is Captives_z_CIVGameText.XML and the unit infos file - I may be making a dyslexic error:(
Try naming the file Captives_z_CIV4GameText.XML, not Captives_z_CIVGameText.XML.
 
I have a happiness malus of 1 per pop in my game. is there any way to modify this parameter in the game files.


ggm
 
The name of a file in the Text folder is irrelevant. It always loads all of the XML files in the folder no matter what they are named. You can call it anything you want, as long as the total path length + file name length doesn't go over the usual Windows limit of 255 characters (or whatever it is).

You can always try the copy + paste method of insuring that the TXT_KEY_... values are identical. And check for spaces. Stray spaces when specifying those values is not a good thing.
 
The name of a file in the Text folder is irrelevant. It always loads all of the XML files in the folder no matter what they are named. You can call it anything you want, as long as the total path length + file name length doesn't go over the usual Windows limit of 255 characters (or whatever it is).

You can always try the copy + paste method of insuring that the TXT_KEY_... values are identical. And check for spaces. Stray spaces when specifying those values is not a good thing.
While the name does not matter in the main Text folder, it matters in the module folders.
This is the name pattern the text file has to have or it won't be read:
*_CIV4GameText*.xml

So Captives_z_CIVGameText.XML will not be read in a module folder and I repeat my advice to rename it.
 
While the name does not matter in the main Text folder, it matters in the module folders.
This is the name pattern the text file has to have or it won't be read:
*_CIV4GameText*.xml

So Captives_z_CIVGameText.XML will not be read in a module folder and I repeat my advice to rename it.

But remember I am dyslexic - you should have just said that the 4 was missing in the name:lol: Mind you that does not explain why it still did not work when I merged it in with the rest of the text stuff.

Edit 1) I copied the file with most of the build text in from the TEXT folder so that was why I was missing that 4 in the name.

2) There was a "(" after one of the </French> tags

3) It appears we have way more than 59 worker improvements because I missed some of the basic ones like all the routes, mine and quarry.:crazyeye:
 
The name of a file in the Text folder is irrelevant. It always loads all of the XML files in the folder no matter what they are named. You can call it anything you want, as long as the total path length + file name length doesn't go over the usual Windows limit of 255 characters (or whatever it is).

You can always try the copy + paste method of insuring that the TXT_KEY_... values are identical. And check for spaces. Stray spaces when specifying those values is not a good thing.

If you have duplicate TXT tags taht can cause problems though.

Also, the new windows filesystem that is under development has a 32k char limit for file paths, it would be interesting to see how that affects anything (probably won't).
 
I have a question here. I've added some TXT for Work modifiers on terrain, like this

Code:
	<TEXT>
		<Tag>TXT_KEY_PROMOTION_WORK_TEXT</Tag>
       	<English>[ICON_BULLET]%D1_Change Work Speed</English>
       	<French>[ICON_BULLET]%D1_Change Work Speed</French>
       	<German>[ICON_BULLET]%D1_Change Work Speed</German>
       	<Italian>[ICON_BULLET]%D1_Change Work Speed</Italian>
      	<Spanish>[ICON_BULLET]%D1_Change Work Speed</Spanish>
	</TEXT>

But this (in hindsight obviously) isn't displaying the correct terrain in the hover text. How do I make it do that too?
 
I noticed that problem and have resolved it in the rework. I'll let you know what to look for but for now I can explain a few things:
1) %D1_Change is a reference to the first variable listed in the text call in the dll and must be the numeric value you're looking for, thus %D (%D will give a + or - in front of the number display as applicable to positive or negative number, while the lower case %d will only give the - if negative.)
2) You didn't refer to that second variable (not a numeric one but a text display variable) in your text reference but when you do it'd be %s2_Gameobject (really %s2_whateveryouwanttowritehere works just fine. The # after the s just helps to keep yourself straight when establishing the order of the variables as listed in the dll call line.) The %s refers to a text variable.
3) Putting %% after the numeric reference will give a % after the number is displayed.

Thus what I have simply adjusts it to look like this:
Code:
	<TEXT>
		<Tag>TXT_KEY_PROMOTION_WORK_TEXT</Tag>
       	<English>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</English>
       	<French>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</French>
       	<German>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</German>
       	<Italian>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</Italian>
      	<Spanish>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</Spanish>
      	<Finnish>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</Finnish>
	</TEXT>
 
I noticed that problem and have resolved it in the rework. I'll let you know what to look for but for now I can explain a few things:
1) %D1_Change is a reference to the first variable listed in the text call in the dll and must be the numeric value you're looking for, thus %D (%D will give a + or - in front of the number display as applicable to positive or negative number, while the lower case %d will only give the - if negative.)
2) You didn't refer to that second variable (not a numeric one but a text display variable) in your text reference but when you do it'd be %s2_Gameobject (really %s2_whateveryouwanttowritehere works just fine. The # after the s just helps to keep yourself straight when establishing the order of the variables as listed in the dll call line.) The %s refers to a text variable.
3) Putting %% after the numeric reference will give a % after the number is displayed.

Thus what I have simply adjusts it to look like this:
Code:
	<TEXT>
		<Tag>TXT_KEY_PROMOTION_WORK_TEXT</Tag>
       	<English>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</English>
       	<French>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</French>
       	<German>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</German>
       	<Italian>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</Italian>
      	<Spanish>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</Spanish>
      	<Finnish>[ICON_BULLET]%D1_Change%% Work Speed on %s2_Gameobject</Finnish>
	</TEXT>

Thanks. Now I've been able to add some new promotions using this to the SVN, which workers can take with XP they get from working.
 
OK, so what do I call my city name file and how do I make sure it affects barb city names?
 
OK, so what do I call my city name file and how do I make sure it affects barb city names?

The file with the languages can be named anything as long as its name ends with Civ4GameText and is type XML. Most of us start off with our name as the rest of the file name. Which is why called the file I sent you what I did. The file itself either goes in the mod you are working on or in the XML/Text folder. Which ever is better for you since you will probably be maintaining it. ;)

All the file does is provide the correct language text in place of the TXT_ wherever it is used.

I thought you had already made it that way by putting the TXT_ name in the barbarian city list.
 
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