Holy Roman Civilization

on Unit_AITypes.UnitAIType - "UNITAI_ATTACK_LAND" does not exist in UnitAIInfos
[55041.224] Invalid Reference on Unit_AITypes.UnitAIType - "UNITAI_RESERVE_LAND" does not exist in UnitAIInfos
[55041.224] Invalid Reference on Unit_AITypes.UnitAIType - "UNITAI_ESCORT_LAND" does not exist in UnitAIInfos
[55041.224] Invalid Reference on Unit_AITypes.UnitAIType - "UNITAI_EXPLORE_LAND" does not exist in UnitAIInfos

I have no idea what this is....

[55002.021] In XMLSerializer while inserting row into table Language_en_US('Tag', 'Text') with values (TXT_KEY_CITY_NAME_BRUSSELS, Brussels, ).
[55002.021] In XMLSerializer while updating table Language_en_US from file XML/NewText/GameText.xml.
[55002.021] columns Language, Tag are not unique

Is Brussels a CS? Not sure about the other two code meanings.

<Description>Holy Roman Empire</Description>
<ShortDescription>Holy Rome</ShortDescription>

I did this because it would load and say TXT_KEY_CIV_HOLY_ROME_SHORT_DESC instead of Holy Rome, so I changed it.
 
<Description>Holy Roman Empire</Description>
<ShortDescription>Holy Rome</ShortDescription>

I did this because it would load and say TXT_KEY_CIV_HOLY_ROME_SHORT_DESC instead of Holy Rome, so I changed it.

Rather than change the TXT_KEY_ entries you need to fix the problems in your mod that are causing it to say that "TXT_KEY_XYZ is missing"

A search of this site will find half-a-dozen posts (mainly by Spatz) explaining exactly what you are doing wrong with TXT_KEY_CITY_NAME_BRUSSELS (and a few other city names)
 
<Description>Holy Roman Empire</Description>
<ShortDescription>Holy Rome</ShortDescription>

I did this because it would load and say TXT_KEY_CIV_HOLY_ROME_SHORT_DESC instead of Holy Rome, so I changed it.
Doho. An intuitive fix, I'll give you that.

But what you actually need is this:

<GameData>
<Language_en_US>​
<Row Tag="TXT_KEY_CIV_HOLY_ROME_SHORT_DESC">​
<Text>Holy Roman Empire</Text>​
</Row>​
</Language_en_US>​
</GameData>

Then, when the game reads '<ShortDescription>TXT_KEY_CIV_HOLY_ROME_SHORT_DESC</ShortDescription>', it will know that you mean 'Holy Roman Empire'.

If you ever have trouble with XML, remember that there's literally a whole game's worth of examples at:

steamapps\common\sid meier's civilization v\assets\Gameplay\XML
 
I did what you said,

<Row>
<Row Tag="TXT_KEY_CIV_HOLY_ROME_DESC">
<Text>Holy Roman Empire</Text>
</Row>
<Row>
<Row Tag="TXT_KEY_CIV_HOLY_ROME_SHORT_DESC">
<Text>Holy Rome</Text>
</Row>

But now, Otto doesn't show up in the Civ select screen.
 
Those first <Row> lines are unnecessary, the <Row Tag=> line tells the XML which line you're talking about. Again, it's a good idea to look at how Firaxis did it in the Gameplay\XML folder.
 
well i don't have Civ5 through steam so i dont have these references.

If you don't have those, then you don't have the game at all... :D

I don't know how is the file system on Macs, but the gameplay XML should be somewhere in the game installation folder, they're not packed AFAIK.
 
Try searching for CIV5GameOptions.xml

If that fails, you'll need to post in the Mac area of these forums, as given that there are no modding tools / sdk for Mac CivV, it's a fairly safe bet we're all PC experts in here!
 
Well I don't have .exe, because that's a Windows thing.

But there is an executable file, a .app or something, no ?

whoward69 is right, there are people on the mac CFC forum that knows how to add mods to the mac version, you should ask them.
 
I meant "ask on the Mac forum where the game files are" not "how to add mods" - as I think that has been cracked by jmelnick as they have a (partially) working mod
 
Sorry, I mean that specific thread with the location of mac files in OP
 
Nothing.

Above you posted

"well i don't have Civ5 through steam so i dont have these references."

Actually you do, and the parent directory of the location of CIV5GameOptions.xml is the gateway to those references.
 
Ok well then which .xml files am I looking for?

Those first <Row> lines are unnecessary, the <Row Tag=> line tells the XML which line you're talking about. Again, it's a good idea to look at how Firaxis did it in the Gameplay\XML folder.

Those in the folder in bold.
 
CIV5ArtStyleTypes.xml
CIV5Climates.xml
CIV5CultureLevels.xml
CIV5Cursors.xml
CIV5EmphasizeInfos.xml
CIV5Eras.xml
CIV5Flavors.xml
CIV5GameOptions.xml
CIV5GameSpeeds.xml
CIV5GoodyHuts.xml
CIV5HandicapInfos.xml
CIV5HurryInfos.xml
CIV5IconFontMapping.xml
CIV5IconTextureAtlases.xml
CIV5MultiplayerOptions.xml
CIV5PlayerOptions.xml
CIV5Policies.xml
CIV5PolicyBranchTypes.xml
CIV5Processes.xml
CIV5Projects.xml
CIV5Replays.xml
CIV5SeaLevels.xml
CIV5SmallAwards.xml
CIV5Specialists.xml
CIV5Trades.xml
CIV5TurnTimers.xml
CIV5Victories.xml
CIV5Votes.xml
CIV5VoteSources.xml
CIV5Worlds.xml

These are the docs in that folder.
 
I said the parent directory is the gateway, not the files in that folder.

We know what files are in that folder and also what's in those files - you now need to do some investigation for yourself to discover what you need to know.

You were trying to create a new Civ and a new Leader - if you bother to look in the parent directory you will find sub-folders called Civilizations and Leaders - probably good places to start looking to find out how Firaxis have done things which, combined with Kael's guide, will give you more than enough information to be able to correctly create a new Civ with a Leader and a Trait
 
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