Help Wanted Ads

One of the reasons for the slowness of the forums is because we are an international mod with people contributing code (XML, Python and C++) from all over the world. This means a minimum of 24 hours to get feedback from everyone assuming there are no special days involved.

Nah, I mean, talking with you and Hydro, I imagine, would be much easier if we were talking on an instant chat feature (like Skype, or Steam) as apposed to posting on a forum, checking every 5 minutes for a response.
 
Nah, I mean, talking with you and Hydro, I imagine, would be much easier if we were talking on an instant chat feature (like Skype, or Steam) as apposed to posting on a forum, checking every 5 minutes for a response.

Except I am old and don't know about such technology. Plus after Joseph_II's experience with chat I would be fearful of trying it - a generational cultural misunderstanding came close to a flame war.
 
We actually don't really need it. We plan out ideas very carefully, such as TB did in his combat mod. Google docs are a great way to do so. Once you have a solid idea/plan, you can post it here and maybe work on other stuff. In the meantime, the others can review your ideas and you can sleep over it and maybe change your mind. It worked out for over 7000 SVN versions now :crazyeye:
Just make sure that you don't post like:

Building A: Changes. What do you think?

You can add a bunch of these (say A-C) and let us think about it. While we do so, you can work on D-E for example. If your plans are reasonable and well thought out, there shouldn't be too many rejections (when you got familiar with the mod, as Hydro said). So if you post 50 buildings at once, probably 5 needs further discussion, but 45 are already approved. Just be patient ;)
Starting with audio files adding is a great idea, you don't need any approvement for it and can do ass many as you want without wating for the feedback of us slowpokes :crazyeye: And it would be a big help!

What also needed to be done is updating the building list we have for the electricity mod for example... But it's a very boring job, so I'd understand if you don't really want to do that
 
Here is a great list of things that were planned or at least kept as idea for C2C. You could have a look and then decide which you'd like best.

Also, here is a list of our current buildings.

I have no idea why it isn't in alphabethical order... but it would be a great help if this list would be updated and a bit more sorted :mischief:
 
There are a number of things that go with C2C but can't reside in the standard C2C SVN.

- long movies
- alternate terrains
- animated leader heads

In each case the aim is to have the XML as it is on the SVN and just the graphics in the other bit. This has been done with the long movies and alternate terrains by just using the same folder and file names. It just makes it so much easier to maintain this way. ;)

1) How should these be stored in our SVN or are they separate SVNs? I think that is how I have the long movies stored.

2) How do we make sure people know about the alternatives and get at them?
 
I'm trying to make simple XML changes to some units in version 33, but for some reason none of my changes are taking effect in the game except changes to Formation Type and Group Size, and with Mounted Units I can't even do that! If I try changing anything in a Mounted Unit, the game crashes when I try to load a map.
 
2) How do we make sure people know about the alternatives and get at them?

Thats why they make sticky threads> .>, >,><

But thats not the main problem, the main problem is making sure its updated, and with things the way its going, WHO has time to do so??
 
I'm trying to make simple XML changes to some units in version 33, but for some reason none of my changes are taking effect in the game except changes to Formation Type and Group Size, and with Mounted Units I can't even do that! If I try changing anything in a Mounted Unit, the game crashes when I try to load a map.

Not sure. One thing to check is that the units you are changing are not defined in multiple places as one or more may have the force over write tag set on. Another is to use the debug version of the dll as it checks and reports XML problems.

Thats why they make sticky threads> .>, >,><

But thats not the main problem, the main problem is making sure its updated, and with things the way its going, WHO has time to do so??

There has not been a need to update either long movies or alternate for a long time. However that is the point of having them in the SVN somewhere. They don't get lost and can be updated.

I have put the long movies on the SVN but I think we may have lost that set when the SVN had that major conversion.

I was trying to make a new set of terrain pictures using the signs to label the different types. That way we could have a picture of both terrain types in the main page.
 
Not sure. One thing to check is that the units you are changing are not defined in multiple places, as one or more may have the force over write tag set on. Another is to use the debug version of the dll as it checks and reports XML problems.

The "Force Overwrite" tag? Where would I find that? I don't know anything about the dll, debug version or otherwise. I see where that file is located, but I don't know what to do with it. Would it help if I specified a particular unit that I'm having trouble with? (Actually it's probably every unit in the game that I'm having this problem with.) For instance, why would the Horseman be a problem? Where else would that unit be defined? It's not even a new unit, but rather a holdover from ROM or AND.

I've noticed that when I make the one change that will go through (the Formation Type/Group Size change), I get error messages about the UnitInfos.xml when loading the mod and it reaches the "XML uncached" stage. When I then close and immediately reload the mod, the error messages don't appear. I don't suppose there's something about the cache that is preventing my changes from going through? I never had these problems with the earlier version of this mod that I used to use.
 
I've noticed that when I make the one change that will go through (the Formation Type/Group Size change), I get error messages about the UnitInfos.xml when loading the mod and it reaches the "XML uncached" stage. When I then close and immediately reload the mod, the error messages don't appear. I don't suppose there's something about the cache that is preventing my changes from going through? I never had these problems with the earlier version of this mod that I used to use.

This is telling. When you get the error message then there is something wrong. The cache would have been updated with this error in it. When you close and start again that bit of XML is not rechecked because it has not changed since the cache was updated so you still have a problem but it is not telling you about it.

The bottom line - there is something wrong with the XML changes you made. Using the debug dll will probably tell you more.

To use the debug dll

1) backup the current CvGameCoreDLL.dll
2) extract the debug dll (CvGameCoreDLL.dll) from the compressed file CvGameCoreDLL.dll.debug putting it in the same folder Assets.
3) clear the cache by deleting all files in the cache folder
4) run C2C - it will be very slow both because it is rebuilding the dll and because it is doing more detailed checking of the XML.

If that does not help. Post your changes here and I'll have a look. Just be warned I have appointments for the rest of this morning.
 
I didn't know how to extract the debug file, so I just deleted the mod and re-installed it. That fixed the problem. (I don't have to run the mod as an administrator now either. I had to do that before to get rid of error messages that would pop up on screen at the start of each turn.) I originally thought the mod developers might have changed something that prevented xml changes from going through. Now I see that the files were corrupted somehow. Thanks for your help. :)
 
What would probably be best is if the button for the animal had an "S" on it for subdued and a "T" for tamed. However I would like to get rid of tamed altogether. I don't like how they currently work.
 
I am looking at them being automatically generated from buildings. For example the kennels would produce a tamed dog unit every x turns where x depends on the game speed.

It will probably be slow as I will be doing it in python and checking every city at the beginning of the turn to see if it is x turns after the building was built in that city but I want to do it as a mod to start with and if it works we can convert it to the dll with tags in the XML to make it more general.
 
The only problem with that is it can become kinda annoying when you don't WANT the units. (and the processing of course but I'm not one who should be criticizing on that matter ;) )
 
Back
Top Bottom