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Where are the values that say how many elements there are allowed in the XML? The art problem I have been hunting is actually too many builds on the unit file.

edit I searched GlobalDefines.XML but there does not seem to be one there for builds. This means it may need dll work :(
 
huh? To my knowledge there IS no limit... but maybe Koshling would know more about some kind of limit I'm not aware of.

How did you come to that conclusion? Is it possible that you don't have the build key correct somewhere?
 
huh? To my knowledge there IS no limit... but maybe Koshling would know more about some kind of limit I'm not aware of.

How did you come to that conclusion? Is it possible that you don't have the build key correct somewhere?

the first error message here. It happens when I add
Code:
				<Build>
					<BuildType>BUILD_FORTIFIED_CAVE_G</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_ABATIS_G</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PALISADE_G</BuildType>
					<bBuild>1</bBuild>
				</Build>
			</Builds>
to the gatherer (or worker or any other). The build types are fine as I copied and pasted them to be sure.
 
Something else is wrong then... not sure why it's only triggered now by that adaptation you're making but those are two differing issues. I don't believe there'd be a limit to the # of Build definitions BUT what's being triggered in that first error message is this:

Code:
const TCHAR* CvUnitInfo::getEarlyArtDefineTag(int i, UnitArtStyleTypes eStyle) const
{
	FAssertMsg(i < getGroupDefinitions(), "Index out of bounds");
	FAssertMsg(i > -1, "Index out of bounds");

	if (NO_UNIT_ARTSTYLE != eStyle)
	{
		int iIndex = GC.getInfoTypeForString(getType());
		if (-1 != iIndex)
		{
			const TCHAR* pcTag = GC.getUnitArtStyleTypeInfo(eStyle).getEarlyArtDefineTag(i, iIndex);
			if (NULL != pcTag)
			{
				return pcTag;
			}
		}
	}

	return (m_paszEarlyArtDefineTags) ? m_paszEarlyArtDefineTags[i] : NULL;
}
which pertains to the unit graphic so I'm not entirely sure how those two things relate at all. And unfortunately I haven't worked with the graphics yet enough to understand the structure to the detail necessary to see what the problem would be here.
 
4th one (black with skull)

Only thing about that one is that i dont know IF you'll be able to READ the words, and thats the most important, at least to me, that is.
 
Ok you can find in attachment flags ready to use. Test it and choose one :)

OK i re-did the one you like, bigger letters, does this look better to you, or can you do better?? All i have is MS Paint:blush::(

Attached is what yours looks like ingame, cant see it at all??(2nd pic)
 
How do you require two categories of Resources?

Example.
Require Wood or Prime Timber
Require Rope or Vines.

EDIT
I guess its
Code:
<BonusType>BONUS_FRENCH</BonusType>
<PrereqBonuses>
<BonusType>BONUS_COPPER</BonusType>
<BonusType>BONUS_IRON</BonusType>
<BonusType>BONUS_STEEL</BonusType>
</PrereqBonuses>
 
@MrAzure

There are basically 3 fields. The first 2 come with the game and the 3rd was custom made. The 1st two show up in the pedia so if the resource is important than you should put it there. It basically work like this ...

Code:
			<Bonus>BONUS_A</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_B</Bonus>
			</PrereqBonuses>

1. A AND B

Code:
			<Bonus>BONUS_A</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_B</Bonus>
				<Bonus>BONUS_C</Bonus>
			</PrereqBonuses>

2. A AND (B OR C)

Code:
			<Bonus>NONE</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_B</Bonus>
				<Bonus>BONUS_C</Bonus>
			</PrereqBonuses>

3. B OR C

Code:
			<Bonus>BONUS_A</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_B</Bonus>
			</PrereqBonuses>
			<ConstructCondition>
			   <And>
				<Has>
				   <GOMType>GOM_BONUS</GOMType>
				   <ID>BONUS_D</ID>
				</Has>
			   </And>
			</ConstructCondition>

4. A AND B AND D

Code:
			<Bonus>BONUS_A</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_B</Bonus>
			</PrereqBonuses>
			<ConstructCondition>
			   <Or>
				<Has>
				   <GOMType>GOM_BONUS</GOMType>
				   <ID>BONUS_D</ID>
				</Has>
				<Has>
				   <GOMType>GOM_BONUS</GOMType>
				   <ID>BONUS_E</ID>
				</Has>
			   </Or>
			</ConstructCondition>

5. A AND B AND (D OR E)

Code:
			<Bonus>BONUS_A</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_B</Bonus>
				<Bonus>BONUS_C</Bonus>
			</PrereqBonuses>
			<ConstructCondition>
			   <Or>
				<Has>
				   <GOMType>GOM_BONUS</GOMType>
				   <ID>BONUS_D</ID>
				</Has>
				<Has>
				   <GOMType>GOM_BONUS</GOMType>
				   <ID>BONUS_E</ID>
				</Has>
			   </Or>
			</ConstructCondition>

6. A AND (B OR C) AND (D OR E)

Note that in each case A, B and C will show up in the pedia but D and E will not even though its codes so.

EDIT: This is for buildings but similar code is made for units.
 
This is old file which dont work. In other topic I fix this problem for you.
 
I wanted to test the new buildings I made but the game said there was a load error with one of my files. So I checked the file for XML errors and Notepad++ gave out this error:

"XML Parsing Error at Line 57616:
Premature end of data in tag Civ4BuildingInfos line 7"

Line 7 is this:
<Civ4BuildingInfos xmlns="x-schema:Faust_CIV4BuildingsSchema.xml">

and Line 57616 is this:
</Civ4BuildingInfos>

I changed neither of this lines - all I did was copy pasting my new Building files after the last "</BuildingInfo>" and before </BuildingInfos>.

Any ideas whats wrong?
If you need more informations I can upload the whole file.
 
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