I am adding a civ to my game...

Forcystus

Chieftain
Joined
Sep 22, 2007
Messages
62
Location
Everywhere
... And I have ran into a couple of problems :blush:

1) I cannot get my UU's name, icon, or civilopedia entry to pull up

2) The UU's info class is incorrect

3) My city names, civ adj, and civ long desc. keep coming up as TEXT_CIV_ etc

4) My Civilization's icon will not pull up

5) My flag does not show in the game
 
Sounds like you have some simple bugs going, that can be easily fixed.

1. I get this all the time. Check you command line in your unitartdefines.xml odds on you have an extra full stop or something simple like that.
2. I'm assuming you mean combat type yes? eg : melee, archer, mounted. If this is the case, open up the unitinfos.xml find the units it is replacing, find the combat type ( its usually in the first 10 or so lines of the unit's info) and copy and paste that into your units combat type.

3. Sounds like you need a text file to link up all your text for your civ.

4. Same problem as 1

5. Could be any number of things. Does your flag use an alpha channel or is it a modern flag with multiple colors?

hope that helps:goodjob:
 
check yer spelling. make sure the tags are closed.
 
I am confused about what you said for 3 and 5
 
I think it would be best someone took a look at mine, fix it, and then tell me what they did.
View attachment FantasyCivilization.zip

The are few graphics you will not see, but do not worry about them.
There is nothing for a unique building (I will worry about a building later)
And there is no new 3d graphics for my UU
All of the other graphics should be there
 
Ok here goes:

Your CIV4ArtDefines.xml file reads this:

Code:
<CivilizationArtInfo>
			<Type>ART_DEF_CIVILIZATION_ROSARIO</Type>
			<Button>,Art/Interface/Buttons/Civilizations/Rosario.dds</Button>
			<Path>Art/Interface/TeamColor/RosarianFlag.dds</Path>
		<bWhiteFlag>0</bWhiteFlag>
		</CivilizationArtInfo>

Change it to this:
Code:
<CivilizationArtInfo>
			<Type>ART_DEF_CIVILIZATION_ROSARIO</Type>
			<Button>,Art/Interface/Buttons/Civilizations/Rosario.dds</Button>
			<Path>Art/Interface/TeamColor/RosarianFlag.dds</Path>
		<bWhiteFlag>1</bWhiteFlag>
		</CivilizationArtInfo>

That fixes your flag problems.


To get your Civilization info working properly change it to this:

Code:
<CivilizationInfo>
			<Type>CIVILIZATION_ROSARIO</Type>
			<Description>TXT_KEY_CIV_ROSARIO_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_ROSARIO_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_ROSARIO_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_ROSARIO_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_DARK_RED</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_ROSARIO</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
			<Cities>
				<City>Geralta</City>
				<City>Tyboria</City>
				<City>Lyndon</City>
				<City>Urrahanna</City>
				<City>Symphora</City>
				<City>Des Mono</City>
				<City>Slateton</City>
				<City>Forgo</City>
				<City>Lapiz Azul</City>
				<City>Wendeldon</City>
				<City>Ozzcher</City>
				<City>Ammurr</City>
				<City>Laan Damas</City>
				<City>Scion</City>
				<City>Canaan</City>
				<City>Annchord</City>
			
			</Cities>
			<Buildings>
				<Building>
					<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType>
					<BuildingType>BUILDING_AMERICAN_MALL</BuildingType>
				</Building>
			</Buildings>
			<Units>
				<Unit>
					<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
					<UnitType>UNIT_ROSARIAN_SOLDIER</UnitType>
				</Unit>
			</Units>
			<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
			</FreeUnitClasses>
			<FreeBuildingClasses>
				<FreeBuildingClass>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>
			</FreeBuildingClasses>
			<FreeTechs>
				<FreeTech>
					<TechType>TECH_MYSTICISM</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
				<FreeTech>
					<TechType>TECH_AGRICULTURE</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
			</FreeTechs>
			<DisableTechs/>
			<InitialCivics>
				<CivicType>CIVIC_DESPOTISM</CivicType>
				<CivicType>CIVIC_BARBARISM</CivicType>
				<CivicType>CIVIC_TRIBALISM</CivicType>
				<CivicType>CIVIC_DECENTRALIZATION</CivicType>
				<CivicType>CIVIC_PAGANISM</CivicType>
			</InitialCivics>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_DAVID</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound>AS3D_AMERICA_SELECT</CivilizationSelectionSound>
			<CivilizationActionSound>AS3D_AMERICA_ORDER</CivilizationActionSound>
		</CivilizationInfo>

That should fix everything. Let me know how it all works.
 
Thank you so much for the help.
But I have three last requests.
How do I replace the Swordsman's Icon, civ entry, and description with my UU's?
How do I add a unique building?
How do I add a leader to an existing civilization?
 
For the Button here the defines:
Code:
<UnitArtInfo>
			<Type>ART_DEF_UNIT_ROSARIAN_SOLDIER</Type>
			<Button>,Art/Interface/Buttons/Units/Soldier.dds</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Swordsman/Swordsman.nif</NIF>
			<KFM>Art/Units/Swordsman/Swordsman.kfm</KFM>
			<SHADERNIF>Art/Units/Swordsman/Swordsman_FX.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

To get the custom text for a unit just add this to your GomeTextInfos_Fantasy_Units.xml:
Code:
<TEXT>
		<Tag>TXT_KEY_UNIT_SOLDIER</Tag>
		<English>Soldier</English>
		<French>in French</French>
		<German>in German</German>
		<Italian>in Italian</Italian>
		<Spanish>in Spanish</Spanish>
	</TEXT>

Then add this to your UnitInfos.xml:
Code:
<UnitInfo>
			<Class>UNITCLASS_SWORDSMAN</Class>
			<Type>UNIT_ROSARIAN_SOLDIER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			[COLOR="Red"]<Description>TXT_KEY_UNIT_ROSARIAN_SOLDIER</Description>[/COLOR]
			<Civilopedia>TXT_KEY_UNIT_ROSARIAN_SOLDIER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_SWORDSMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_IRON_WORKING</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>40</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>7</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>10</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
					<iUnitCombatMod>50</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ROSARIAN_SOLDIER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>

That should get your UU working the way you want it too.

To add a leader to an existing civ, just follow the steps you used to add a leader to your civ, its that simple.

To add a UB you need to copy 2 xml files to your mod folder.
1: Artdefines_Building.xml in your xml/Art folder.
2: BuildingInfos.xml You will need to create a new folder in your xml folder for this called Buildings. Then just edit it like you would for your UU. ( Copy/paste your desired base building and give it your desired stats).

That should cover it all.
 
Thank you so much for all your help, I wish there was something I could do :P
 
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