Help Wanted Ads

Can someone help me with missing stategy text for units? I already writed all texts but need someone with better knowledge of english to read this texts and fix all nasty bugs :)

Here is the link (its editable)
https://docs.google.com/spreadsheets/d/1hFa6AJcKcAudzidK44wXMC1hrbvwiV0joUxn7BhcvIc/edit#gid=0

Please check and fix texts in B column.
>>>>>TEXT IS CORRECT<<<<<<<<< - mean that unit got correct text and no need to change anything.

Anyway tnx for help :)

1. Text for 'Bandeirante' is copied verbatim from Moroccan Black Guard so is completely wrong.

2. 'Baahai' in English is 'Bahai' and the religion probably Bahaiism (maybe just Bahai for this too would be better)

3. It's 'Moroccan' not 'Maroccan' in English.

I'm still going...
ETA: I got up to Great Admiral. The fixes are the same things over and over. Some you might consider picky and just occasionally you might be right...

If no-one else wants to do it, you can PM me to keep going...(but I'm just saying I didn't find it a whole heap of fun...;))
 
1. Text for 'Bandeirante' is copied verbatim from Moroccan Black Guard so is completely wrong.

2. 'Baahai' in English is 'Bahai' and the religion probably Bahaiism (maybe just Bahai for this too would be better)

3. It's 'Moroccan' not 'Maroccan' in English.

I'm still going...


If you want you can change anything in this google sheet. Its editable.
 
If you want you can change anything in this google sheet. Its editable.

I changed Moroccan and several other things. I'm not going looking for the correct details for the Bandeirante (that's not proofreading:p).

The other things I already changed, things like the word 'the' missing, 'its' instead of 'it is' (which btw is abbreviated "it's" not "its"), and 'then' needed changing to 'than'.
ETA: Mostly things that would be no problem at all in a forum post, but I feel we owe it to our millions of scroungers adoring fans to do gooder here in the all-knowing pedia
 
How do I specify I want a unit to only be built in cities with buildings A and B and ( C or D or E)?

I tried
Code:
        		<PrereqBuilding>BUILDING_ANIMAL_TAMER_COMPLEX</PrereqBuilding>
			<PrereqBuildingClasses>
				<PrereqBuildingClass>
					<BuildingClassType>BUILDINGCLASS_ELEPHANT_SONG</BuildingClassType>
					<bPrereq>1</bPrereq>
				</PrereqBuildingClass>
			</PrereqBuildingClasses>
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_KNIGHT_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MODERN_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>

but the or buildings are being ignored.

I could make three different tamed elephants, one for each era, if there is no solution. Or I could make an auto building Stabling that is built if you have any of the three stables. It would need to go if you lost or sold all stables.
 
How do I specify I want a unit to only be built in cities with buildings A and B and ( C or D or E)?

I tried
Code:
        		<PrereqBuilding>BUILDING_ANIMAL_TAMER_COMPLEX</PrereqBuilding>
			<PrereqBuildingClasses>
				<PrereqBuildingClass>
					<BuildingClassType>BUILDINGCLASS_ELEPHANT_SONG</BuildingClassType>
					<bPrereq>1</bPrereq>
				</PrereqBuildingClass>
			</PrereqBuildingClasses>
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_KNIGHT_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MODERN_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>

but the or buildings are being ignored.

I could make three different tamed elephants, one for each era, if there is no solution. Or I could make an auto building Stabling that is built if you have any of the three stables. It would need to go if you lost or sold all stables.

It looks like you are using the unit tags for buildings. Sadly, they are different.

I don't think there is a <PrereqBuilding> tag for buildings at all. That looks like what units use.

The <PrereqBuildingClasses> specified for buildings can be in any city and the <PrereqBuildingClass> does not take a <bPrereq> it takes an <iNumBuildingNeeded> - this is how the base BtS requires 4 (or whatever, since it scales) temples to build a cathedral.

To require building in the same city, use <BuildingClassNeededs>, which contains a set of <BuildingClassNeeded>. Each of those has a <BuildingClassType> and a "<bNeededInCity>1</bNeededInCity>". These are "and", so you need everything listed to be in the city.

Therefore, I suggest something like
Code:
			<BuildingClassNeededs>
				<BuildingClassNeeded>
					<BuildingClassType>BUILDINGCLASS_ANIMAL_TAMER_COMPLEX</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
				<BuildingClassNeeded>
					<BuildingClassType>BUILDINGCLASS_ELEPHANT_SONG</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
			</BuildingClassNeededs>
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_KNIGHT_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MODERN_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>
Unless you just need one or more of them to be anywhere, rather than in the same city, in which case the globally relevant building(s) should be in a PrereqBuildingClass section with an iNumBuildingNeeded of 1 (most likely) instead of in the BuildingClassNeededs.

When they made these for the original game they kinda messed up the names of the tags they put in for this so they don't match what they would be expected to be, and then the tags that modders added to the units to do the same things used the names that actually made sense so they don't match the buildings. The original buildings' PrereqBuildingClasses should be something like PrereqNumGlobalBuildingClasses (since it is some number of buildings built in any of the players cities to build each of this building) and the BuildingClassNeededs should have been PrereqBuildingClasses . Over in the units the PrereqBuilding should have really been a PrereqBuildingClass to avoid issues with unique buildings, so it was modded in as the more thorough PrereqBuildingClasses to allow specifying multiple building classes instead of one building type.
 
Thank you, that is what I get for trying to code without coffee:mischief:.

edit no, not right:(.

On the unit I want to specify that it requires building A and B and one of (C or D or E)
 
On the unit I want to specify that it requires building A and B and one of (C or D or E)

I think these tags can be used for it.

Code:
			<PrereqBuilding>[B]Building A[/B]</PrereqBuilding>
			<TrainCondition>
				<And>
					<Has>
						<GOMType>GOM_BUILDING</GOMType>
						<ID>[B]Building B[/B]</ID>
					</Has>
				</And>
			</TrainCondition>
			<PrereqOrBuildings>
				<BuildingType>[B]Building C[/B]</BuildingType>
				<BuildingType>[B]Building D[/B]</BuildingType>
				<BuildingType>[B]Building E[/B]</BuildingType>
			</PrereqOrBuildings>
 
I think these tags can be used for it.

Code:
			<PrereqBuilding>[B]Building A[/B]</PrereqBuilding>
			<TrainCondition>
				<And>
					<Has>
						<GOMType>GOM_BUILDING</GOMType>
						<ID>[B]Building B[/B]</ID>
					</Has>
				</And>
			</TrainCondition>
			<PrereqOrBuildings>
				<BuildingType>[B]Building C[/B]</BuildingType>
				<BuildingType>[B]Building D[/B]</BuildingType>
				<BuildingType>[B]Building E[/B]</BuildingType>
			</PrereqOrBuildings>

That works thanks. The only problem is that it is not displaying completely in the pedia "requires" box. It doe not have access to the Train Condition or how to parse it.
 
Thank you, that is what I get for trying to code without coffee:mischief:.

edit no, not right:(.

On the unit I want to specify that it requires building A and B and one of (C or D or E)

Ah. So, I'm a dufus. :(

Thought it was all about buildings when you clearly said "I want a unit to..."

In the units, there is apparently no PrereqOrBuildingClasses, there is a PrereqOrBuildings. Like with climat's post. It appears to only be used by some of the megafauna, such as UNIT_BEARRIDER in Modules\Alt_Timelines\MegaFauna\Bear_Rider\bearrider_CIV4UnitInfos.xml.

I thought the new prereq tags for units were all building classes, instead of types. Not so. Apparently it is a good thing I did no modding today as I'm way off on this stuff.

Instead of separate PrereqBuilding and TrainCondition, you should be able to use PrereqBuildingClasses specifying two PrereqBuildingClass sections for the two "and" building classes. That should get them to both show up in the 'pedia and such. I think. Unless I'm still being an idiot. I don't see any existing units that use more than one, which is a bit odd.
 
I am having a bad day also. I tried Climat's suggestion and it worked fine for Giraffes but almost the exact same changes to Elephants and now the pedia is broke.:( I think I'll go visit friends and take a break.;)
 
I am having a bad day also. I tried Climat's suggestion and it worked fine for Giraffes but almost the exact same changes to Elephants and now the pedia is broke.:( I think I'll go visit friends and take a break.;)

We all hit the wall sometimes. I had a slight texture hickup today. Had me baffled ^^.

Untitled-1.jpg
The untextured bow and arrow is not the problem here.

I'll probably get it fixed in a couple of hour though, and then the giraffe archer is finished.
 
Giraffe Archer is finished; The XML changes are based on revision 8496.
Made small tweaks to tamed/wild giraffe as well so they would match better.

Edit: Attachments removed.
 
Here's for reference a list of small fixes that I can't or don't really know how to fix myself, for anybody willing to do it.

- The following entries are missing a relevant text:
Spoiler :

Buildings_CIV4GameText.xml:
TXT_KEY_BUILDING_AESOP_HELP
TXT_KEY_BUILDING_AESOP_STRATEGY
TXT_KEY_BUILDING_ALTAMIRA_HELP
TXT_KEY_BUILDING_ALTAMIRA_STRATEGY
TXT_KEY_BUILDING_AZADI_HELP
TXT_KEY_BUILDING_AZADI_STRATEGY
TXT_KEY_BUILDING_BAY_GARDENS_HELP
TXT_KEY_BUILDING_BAY_GARDENS_STRATEGY
TXT_KEY_BUILDING_BEAULIEU_HELP
TXT_KEY_BUILDING_BEAULIEU_STRATEGY
TXT_KEY_BUILDING_BELL_ROCK_HELP
TXT_KEY_BUILDING_BELL_ROCK_STRATEGY
TXT_KEY_BUILDING_BLACKWATER_DRAW_HELP
TXT_KEY_BUILDING_BLACKWATER_DRAW_STRATEGY
TXT_KEY_BUILDING_BLOMBOS_HELP
TXT_KEY_BUILDING_BLOMBOS_STRATEGY
TXT_KEY_BUILDING_BLUEFISH_CAVES_HELP
TXT_KEY_BUILDING_BLUEFISH_CAVES_STRATEGY
TXT_KEY_BUILDING_BONNEVILE_HELP
TXT_KEY_BUILDING_BONNEVILE_STRATEGY
TXT_KEY_BUILDING_CACTUS_HILL_HELP
TXT_KEY_BUILDING_CACTUS_HILL_STRATEGY
TXT_KEY_BUILDING_CAPITAL_RECORDS_HELP
TXT_KEY_BUILDING_CAPITAL_RECORDS_STRATEGY
TXT_KEY_BUILDING_CAPUCHIN_HELP
TXT_KEY_BUILDING_CAPUCHIN_STRATEGY
TXT_KEY_BUILDING_CARPENTER_PEDIA
TXT_KEY_BUILDING_CCC_HELP
TXT_KEY_BUILDING_CCC_STRATEGY
TXT_KEY_BUILDING_CERN_HELP
TXT_KEY_BUILDING_CERN_STRATEGY
TXT_KEY_BUILDING_CHANGDEO_HELP
TXT_KEY_BUILDING_CHANGDEO_STRATEGY
TXT_KEY_BUILDING_CHARLIE_LAKE_CAVE_HELP
TXT_KEY_BUILDING_CHARLIE_LAKE_CAVE_STRATEGY
TXT_KEY_BUILDING_CHEOMSEONGDAE_STRATEGY
TXT_KEY_BUILDING_CHIEFS_PYRE_HELP
TXT_KEY_BUILDING_CHIEFS_PYRE_STRATEGY
TXT_KEY_BUILDING_CIVICBANDITRY_STRATEGY
TXT_KEY_BUILDING_CIVICMERCENARIES_STRATEGY
TXT_KEY_BUILDING_CIVICMILITIA_STRATEGY
TXT_KEY_BUILDING_CIVICSERVITUDE_STRATEGY
TXT_KEY_BUILDING_CIVICTRIBAL_STRATEGY
TXT_KEY_BUILDING_CIVICVOLUNTEER_STRATEGY
TXT_KEY_BUILDING_CORAL_CASTLE_HELP
TXT_KEY_BUILDING_CORAL_CASTLE_STRATEGY
TXT_KEY_BUILDING_EMU_EGG_HELP
TXT_KEY_BUILDING_EMU_EGG_STRATEGY
TXT_KEY_BUILDING_ENVIRONMENTAL_A_HELP
TXT_KEY_BUILDING_ENVIRONMENTAL_A_STRATEGY
TXT_KEY_BUILDING_FAME_HELP
TXT_KEY_BUILDING_FAME_STRATEGY
TXT_KEY_BUILDING_GATE_OF_THE_SUN_HELP
TXT_KEY_BUILDING_GATE_OF_THE_SUN_STRATEGY
TXT_KEY_BUILDING_GETTY_HELP
TXT_KEY_BUILDING_GETTY_STRATEGY
TXT_KEY_BUILDING_GOBEKLI_HELP
TXT_KEY_BUILDING_GOBEKLI_STRATEGY
TXT_KEY_BUILDING_GRAUMAN_HELP
TXT_KEY_BUILDING_GRAUMAN_STRATEGY
TXT_KEY_BUILDING_GREAT_BONFIRE_HELP
TXT_KEY_BUILDING_GREAT_BONFIRE_STRATEGY
TXT_KEY_BUILDING_INDEPENDENCE_HALL_HELP
TXT_KEY_BUILDING_INDEPENDENCE_HALL_STRATEGY
TXT_KEY_BUILDING_JADE_MASK_HELP
TXT_KEY_BUILDING_JADE_MASK_STRATEGY
TXT_KEY_BUILDING_KERALA_HELP
TXT_KEY_BUILDING_KERALA_STRATEGY
TXT_KEY_BUILDING_KILGII_GWAAY_HELP
TXT_KEY_BUILDING_KILGII_GWAAY_STRATEGY
TXT_KEY_BUILDING_KLASIES_HELP
TXT_KEY_BUILDING_KLASIES_STRATEGY
TXT_KEY_BUILDING_LA_BREA_HELP
TXT_KEY_BUILDING_LAXMIN_HELP
TXT_KEY_BUILDING_LAXMIN_STRATEGY
TXT_KEY_BUILDING_LUXOR_HELP
TXT_KEY_BUILDING_LUXOR_STRATEGY
TXT_KEY_BUILDING_MAUI_HELP
TXT_KEY_BUILDING_MAUI_STRATEGY
TXT_KEY_BUILDING_MCCALLUM_HELP
TXT_KEY_BUILDING_MCCALLUM_STRATEGY
TXT_KEY_BUILDING_MEADOWCRAFT_HELP
TXT_KEY_BUILDING_MEADOWCRAFT_STRATEGY
TXT_KEY_BUILDING_MEDICAL_A_HELP
TXT_KEY_BUILDING_MEDICAL_A_STRATEGY
TXT_KEY_BUILDING_MESA_VERDE_HELP
TXT_KEY_BUILDING_MESA_VERDE_STRATEGY
TXT_KEY_BUILDING_MONTE_VERDE_HELP
TXT_KEY_BUILDING_MONTE_VERDE_STRATEGY
TXT_KEY_BUILDING_MUIDERSLOT_HELP
TXT_KEY_BUILDING_MUIDERSLOT_STRATEGY
TXT_KEY_BUILDING_NATIONAL_AQUA_HELP
TXT_KEY_BUILDING_NATIONAL_AQUA_STRATEGY
TXT_KEY_BUILDING_NATIONAL_ZOO_HELP
TXT_KEY_BUILDING_NATIONAL_ZOO_STRATEGY
TXT_KEY_BUILDING_NOK_HELP
TXT_KEY_BUILDING_NOK_STRATEGY
TXT_KEY_BUILDING_NONSUCH_HELP
TXT_KEY_BUILDING_NONSUCH_STRATEGY
TXT_KEY_BUILDING_PEDRA_FURADA_HELP
TXT_KEY_BUILDING_PEDRA_FURADA_STRATEGY
TXT_KEY_BUILDING_RED_AND_BLACK_HELP
TXT_KEY_BUILDING_RED_AND_BLACK_STRATEGY
TXT_KEY_BUILDING_RICHARDSON_HELP
TXT_KEY_BUILDING_RICHARDSON_STRATEGY
TXT_KEY_BUILDING_SAFETY_A_HELP
TXT_KEY_BUILDING_SAFETY_A_STRATEGY
TXT_KEY_BUILDING_SING_FLYER_HELP
TXT_KEY_BUILDING_SING_FLYER_STRATEGY
TXT_KEY_BUILDING_STONEWARE_HELP
TXT_KEY_BUILDING_STONEWARE_STRATEGY
TXT_KEY_BUILDING_SURFBOARD_HELP
TXT_KEY_BUILDING_SURFBOARD_STRATEGY
TXT_KEY_BUILDING_TOURISM_A_HELP
TXT_KEY_BUILDING_TOURISM_A_STRATEGY
TXT_KEY_BUILDING_TUMEN_HELP
TXT_KEY_BUILDING_TUMEN_STRATEGY
TXT_KEY_BUILDING_WWF_HELP
TXT_KEY_BUILDING_WWF_STRATEGY

Events_CIV4GameText.xml (not 100% sure those should be filled?):
TXT_KEY_EVENT_TRIGGER_X_1
TXT_KEY_EVENT_X_1
TXT_KEY_EVENTTRIGGER_X_1

Tech_CIV4GameText.xml:
TXT_KEY_TECH_BIOMETRICS_PEDIA



- Some units are missing relevant _PEDIA and _STRATEGY entries (to be added in Units_CIV4GameText.xml):
UNIT_MILITIA_MEDIEVAL_PEDIA
UNIT_MILITIA_RENAISSANCE_PEDIA
UNIT_MILITIA_INDUSTRIAL_PEDIA
UNIT_MILITIA_MODERN_PEDIA
UNIT_BLEEDER_PEDIA
UNIT_FERAL_PEDIA
UNIT_HITECH_ROBOT_PEDIA
UNIT_SENTINEL_PEDIA
UNIT_NANITE_SWARM_PEDIA
UNIT_NANITE_CLOUD_PEDIA

UNIT_MILITIA_MEDIEVAL_STRATEGY
UNIT_MILITIA_RENAISSANCE_STRATEGY
UNIT_MILITIA_INDUSTRIAL_STRATEGY
UNIT_MILITIA_MODERN_STRATEGY
UNIT_BLEEDER_STRATEGY
UNIT_FERAL_STRATEGY
UNIT_HITECH_ROBOT_STRATEGY
UNIT_SENTINEL_STRATEGY
UNIT_NANITE_SWARM_STRATEGY
UNIT_NANITE_CLOUD_STRATEGY


- Looks like Apache Cavalry text in Units_CIV4GameText.xml is a bit mixed up with Cochise. Ideally everything regarding Cochise should be in the UNIT_COCHISE_whatever and UNIT_APACHE_CAVALRY_whatever get something else.
 
Here's for reference a list of small fixes that I can't or don't really know how to fix myself, for anybody willing to do it.

Ill start adding units pedia texts when im end with other pedia branches. Most of the texts are already been already written and they are waiting to move to XML. Anyway Ill check my list with your list and fixed what is needed.
 
Back
Top Bottom