Italian civilization for Varietas Delectat

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Mar 5, 2003
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Location
Milan, Italy, EU

[BtS] Italian civilization for Varietas Delectat

UPDATED TO VERSION 3.0b - 2011/03/17



DOWNLOAD: http://forums.civfanatics.com/downloads.php?do=file&id=14627



  • Starting Techs: Mysticism and Agriculture
  • Unique Unit: Bersagliere (Infantry): 2 :move:
  • Unique Building: Art Workshop (Forge): +25% :culture:, can turn 1 Citizen into Artist; +1 :) from Marble, Dye and Silver (over the Forge bonuses).
  • Leaders:
    • Lorenzo the Magnificent (Creative, Philosophical),
    • Cavour (Organized, Industrious),
    • Mussolini (Charismatic, Expansive).
  • Fully translated in english and german (but english text needs check :p ).
  • Hungarian tags included (with english text).


Leaderheads:
Spoiler :


Art Workshop:
Spoiler :


Foot units:
Spoiler :


Spies and Modern General:
Spoiler :


Mounted units:
Spoiler :


Siege units:
Spoiler :


Mechanized units:
Spoiler :


Fighters and Tactical air units:
Spoiler :


Bombers and Helicopters:
Spoiler :


Naval units:
Spoiler :


Installation instructions:

- You need to install BtS v.3.19 and Varietas Delectat v.9.x: (http://forums.civfanatics.com/showthread.php?t=237192)
- Unzip the content in: [BtS folder]\Mods\Varietas Delectat\Assets\Modules\

Changelog:
Spoiler :
v.3.0b:
  • Added new Cavour LH.
  • Added new graphic and new button for UB Art Workshop.
  • Added new skin and new button for UU "Bersagliere".
  • Added new Grenadier.
  • Added new Cavalry.
  • Added Lancia IZ (Armoured Car).
  • Added Eurofighter Typhoon v.2 (Jet Fighter).
  • Added Ambrosini SV15 (Early Jet Fighter).
  • Added Caproni CA3 new skin (Early Bomber).
  • Added Spad XIII new skin (Early Fighter).

v.2.0b:
  • Fixed for Varietas Delectat 9.
  • Added new texture for Dardo Mech. Inf. by Nikko (@Nikko: your Ariete MBT new texture is already included in VD9).
  • Added german texts by cool3a2.
  • New version of the "castled Italy" flag (see post #23).

v.1.0b:
  • Initial version.

Credits (in random order):
Spoiler :
First of all:
  • avain for Varietas Delectat, and
  • cool3a2 for his priceless help and for the UB Art Workshop graphic.
And then:
  • Ekmek, mourndraken, C.Roland for Mussolini and Lorenzo LHs;
  • The Capo for Cavour LH;
  • Ambrox62 and Mechaerik for some Stone, Bronze and Classical age units;
  • Chamaedrys for Swiss Guard (Pikeman);
  • Ajidica for Gothic Comitatus (medieval Spearman);
  • Bakuel for Italian Crossbowman, Longbowman, Heavy Footman, Knight, Riflemen, Grenadiers, Cavalry and new Bersagliere;
  • Walter Hawkwood and Refar for Whaling Boat (Workboat), Ancient Merchant ships (Galley) and Carrack (Galleon);
  • krugerPritz, Nikko, The_Coyote, Zerver, Splinter13, Asioasioasio, Wolfshanze, Nuvoloblu, GFO_Anubis, Rosomak and Snafusmith for their industrial and modern gunpowder, mechanized and air italian units;
  • JustATourist for Italian Frigate and Ship of the Line;
  • Buddy 3101 for old Bersagliere;
  • Modfreak for Italian WW2 Marine;
  • Chugginator for modern male spy;

and all the artists those have created the VD units I've included in my mod.
I apologize if I forget someone.


Stuff, that could be better.......:
Spoiler :
I read a lot of tutorials here but they helped me not always, because I'm very unskilled with computer graphics and programming.. so any help will be very appreciated!!:
Diplo text: I have included specific diplomatic text for my LHs but it doesn't work: I have a blank screen with two of them AND with the AI's LHs too. I've started a thread (http://forums.civfanatics.com/showthread.php?t=359606) but I didn't solve the problem; the relative XML files are still included in the mod but they have a "DOESNTWORK" label on their filenames and .xm_ extension, so that the game doesn't load them. Now I have blank screen with all my LHs but at least the Vanillas work.
Diplo music: I'd like to use Roman diplo music for my civ except for industrial and modern age. I've choosen two different songs but the game can't find them; I don't know why, the XML code was right in my opinion. The relative XML files are still included but they have a "DOESNTWORK" label on their filenames and .xm_ extension, so that the game doesn't load them. Now I use Roman diplo music for industrial and modern age too.
Unit selection and unit order sounds: I'd like my units speak italian (I've recorded the voice of a friend :) ) but the game doesn't load my wav files and my units become mute. Again, the xml is still there, renamed as above. Now the units speak Latin.


I hope you'll enjoy it; of course any idea, suggestion, criticism or insult are welcome :).
 

Attachments

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Wow!!!
This is awesome :)
Another quality civ for Varietis Delectat!
Thank you very much for for doing this!
 
Uh... I totally missed this. Anyways, glad to see you've got it working!

As about your problems:
- your diplomacy text problem can be fixed if you switch to WoC modding style - that won't need much work and merging your mod with others shouldn't be any harder. The only problem is, that this is not standalone but for VD. Therefore, avain would have to switch to WoC, too. To my knowledge, there is no other way to fix this problem. If you are interested in WoC, take a look at my hun mod.
- diplomay sounds: if you use sounds from the Roman civ, the mp3s should be okay. That means your chances are good that you get it to work. Actually, I think you don't need to include the mp3s to your mod. Instead, it should be possible to reuse the sound defs from the Roman civ. Simply include what the Roman civ includes. Copy'n'paste. Otherwise you might give some details about what's going on. For example, how did you recognize that the game can't find the mp3s? Did you got an error message?
- unit order / select sounds: again, I'd need more infos. You might take a look at my Saxony mod as an exampe for how I did it. There, you can hear me. You already use wavs, mp3s are more difficult. I failed to produce working mp3s. Still, you might try to 'convert' your wavs to change their properties like frequency. If that doesn't work, I suppose their problem is the same as for your diplomacy sounds.

I could take a look at your files and improve on your german texts, but not before weekend.
 
;)Hey ood Work! :goodjob:... If you search I made the italian units order sounds (scrivo in ingles anche per gli altri :D). It's not the state of art... but you can hear if it's on for you... ;)
Grazie! Mi spiace ma quando ho trovato i tuoi file audio io avevo già dei file fatti da me (se ti interessano posso spedirteli via PM). Ad ogni modo mi piacerebbe usare il tuo inno di Mameli durante i colloqui diplomatici (vedi più in basso).
ok, it's better if I speak inglese :D
Thanks!, Sorry I checked your units sounds but I got yet sounds of my own (if you are interested I will send you them via PM). Anyway I would like to use your Mameli anthem for my Diplo music (see below).

- unit order / select sounds: again, I'd need more infos. You might take a look at my Saxony mod as an exampe for how I did it. There, you can hear me. You already use wavs, mp3s are more difficult. I failed to produce working mp3s. Still, you might try to 'convert' your wavs to change their properties like frequency. If that doesn't work, I suppose their problem is the same as for your diplomacy sounds.
This is what I did with XML trying to implement unit sounds:
  • Copied/pasted in Modules\Italy\XML\Audio\ VD's Audio3DScripts.xml, AudioDefines.xml (avain had modded them), Vanilla AudioDefinesSchema.xml and BtS AudioScriptSchema.xml (maybe these Schema files are redundand here; can xml call the original ones in the original folders?).
  • Added at the bottom of Audio3DScripts.xml this code:
    Spoiler :
    <Script3DSound>
    <ScriptID>AS3D_ITALY_SELECT</ScriptID>
    <SoundID>SND_ITALY_SELECT</SoundID>
    <SoundType>GAME_SPEECH</SoundType>
    <iMinVolume>100</iMinVolume>
    <iMaxVolume>100</iMaxVolume>
    <iPitchChangeDown>0</iPitchChangeDown>
    <iPitchChangeUp>0</iPitchChangeUp>
    <bLooping>0</bLooping>
    <iMinTimeDelay>0</iMinTimeDelay>
    <iMaxTimeDelay>0</iMaxTimeDelay>
    <StartPosition>NONE</StartPosition>
    <EndPosition>NONE</EndPosition>
    <iMinVelocity>0</iMinVelocity>
    <iMaxVelocity>0</iMaxVelocity>
    <iMinDistanceFromListener>0</iMinDistanceFromListener>
    <iMaxDistanceFromListener>0</iMaxDistanceFromListener>
    <iMinDistanceForMaxVolume>500</iMinDistanceForMaxVolume>
    <iMaxDistanceForMaxVolume>1000</iMaxDistanceForMaxVolume>
    <iMinCutoffDistance>7000</iMinCutoffDistance>
    <iMaxCutoffDistance>7000</iMaxCutoffDistance>
    <bTaperForSoundtracks>0</bTaperForSoundtracks>
    <iLengthOfSound>0</iLengthOfSound>
    <fMinDryLevel>1.0</fMinDryLevel>
    <fMaxDryLevel>1.0</fMaxDryLevel>
    <fMinWetLevel>0.5</fMinWetLevel>
    <fMaxWetLevel>0.5</fMaxWetLevel>
    <iNotPlayPercent>0</iNotPlayPercent>
    </Script3DSound>

    <Script3DSound>
    <ScriptID>AS3D_ITALY_ORDER</ScriptID>
    <SoundID>SND_ITALY_ORDER</SoundID>
    <SoundType>GAME_SPEECH</SoundType>
    <iMinVolume>100</iMinVolume>
    <iMaxVolume>100</iMaxVolume>
    <iPitchChangeDown>0</iPitchChangeDown>
    <iPitchChangeUp>0</iPitchChangeUp>
    <bLooping>0</bLooping>
    <iMinTimeDelay>0</iMinTimeDelay>
    <iMaxTimeDelay>0</iMaxTimeDelay>
    <StartPosition>NONE</StartPosition>
    <EndPosition>NONE</EndPosition>
    <iMinVelocity>0</iMinVelocity>
    <iMaxVelocity>0</iMaxVelocity>
    <iMinDistanceFromListener>0</iMinDistanceFromListener>
    <iMaxDistanceFromListener>0</iMaxDistanceFromListener>
    <iMinDistanceForMaxVolume>500</iMinDistanceForMaxVolume>
    <iMaxDistanceForMaxVolume>1000</iMaxDistanceForMaxVolume>
    <iMinCutoffDistance>7000</iMinCutoffDistance>
    <iMaxCutoffDistance>7000</iMaxCutoffDistance>
    <bTaperForSoundtracks>0</bTaperForSoundtracks>
    <iLengthOfSound>0</iLengthOfSound>
    <fMinDryLevel>1.0</fMinDryLevel>
    <fMaxDryLevel>1.0</fMaxDryLevel>
    <fMinWetLevel>0.5</fMinWetLevel>
    <fMaxWetLevel>0.5</fMaxWetLevel>
    <iNotPlayPercent>0</iNotPlayPercent>
    </Script3DSound>
  • Added at the bottom of AudioDefines.xml this code:
    Spoiler :
    <SoundData>
    <SoundID>SND_ITALY_ORDER</SoundID>
    <Filename>Modules/Italy/Sounds/Units/ItalyOrder</Filename>
    <LoadType>DYNAMIC_RES</LoadType>
    <bIsCompressed>1</bIsCompressed>
    <bInGeneric>1</bInGeneric>
    </SoundData>
    <SoundData>
    <SoundID>SND_ITALY_SELECT</SoundID>
    <Filename>Modules/Italy/Sounds/Units/ItalySelect</Filename>
    <LoadType>DYNAMIC_RES</LoadType>
    <bIsCompressed>1</bIsCompressed>
    <bInGeneric>1</bInGeneric>
    </SoundData>
  • Edited these lines in Italy_CIV4CivilizationInfos.xml (this file is in Modules\Italy\XML\Civilizations\) :
    Spoiler :
    <CivilizationSelectionSound>AS3D_ITALY_SELECT</CivilizationSelectionSound>
    <CivilizationActionSound>AS3D_ITALY_ORDER</CivilizationActionSound>
  • Added my 20 ItalySelect-00#.wav and ItalyOrder-00#.wav files in \Modules\Italy\Sounds\Units\ (where # si a number from 0 to 9)

My units are still mute. :confused:



- your diplomacy text problem can be fixed if you switch to WoC modding style - that won't need much work and merging your mod with others shouldn't be any harder. The only problem is, that this is not standalone but for VD. Therefore, avain would have to switch to WoC, too. To my knowledge, there is no other way to fix this problem. If you are interested in WoC, take a look at my hun mod.

I'm not sure about how WoC works; anyway I tried to "install" what I need from WoC Lite; I started a thread about (http://forums.civfanatics.com/showthread.php?t=359606) where I wrote:
Spoiler :
I copied in \Varietas Delectat\Assets\Modules\Italy\:

- the Modules folder (which contains the MFL file and its schema)
- the res folder
- the ddl

It doesn't work yet. Have I forgot something?

I have also added [LHname]_CIV4DiplomacyInfos.xml and [LHname]_CIV4GameInfoSchema.xml (one for each LH) in Modules\Italy\XML\Leaderheads\[LHname]\ and edited [LHname]_CIV4DiplomacyInfos.xml files in this way (this example is for Cavour):
Spoiler :
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Diplomacy Infos -->
<Civ4DiplomacyInfos xmlns="x-schema:Cavour_CIV4GameInfoSchema.xml">
<DiplomacyInfos>
<DiplomacyInfo>
<Type>AI_DIPLOCOMMENT_FIRST_CONTACT</Type>
<Responses>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_FIRST_CONTACT_LEADER_CAVOUR_1</Text>
</DiplomacyText>
</Response>
</Responses>
</DiplomacyInfo>
<DiplomacyInfo>
<Type>AI_DIPLOCOMMENT_REFUSE_TO_TALK</Type>
<Responses>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_REFUSE_TO_TALK_LEADER_CAVOUR_1</Text>
</DiplomacyText>
</Response>
</Responses>
</DiplomacyInfo>
<DiplomacyInfo>
<Type>AI_DIPLOCOMMENT_NO_PEACE</Type>
<Responses>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_NO_PEACE_LEADER_CAVOUR_1</Text>
</DiplomacyText>
</Response>
</Responses>
</DiplomacyInfo>
<DiplomacyInfo>
<Type>AI_DIPLOCOMMENT_GREETINGS</Type>
<Responses>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes>
<Attitude>
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
<bAttitudeType>1</bAttitudeType>
</Attitude>
<Attitude>
<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
<bAttitudeType>1</bAttitudeType>
</Attitude>
<Attitude>
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
<bAttitudeType>1</bAttitudeType>
</Attitude>
</Attitudes>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_GREETINGS_ATT_FR_LEADER_CAVOUR_1</Text>
</DiplomacyText>
</Response>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes>
<Attitude>
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
<bAttitudeType>1</bAttitudeType>
</Attitude>
<Attitude>
<AttitudeType>ATTITUDE_FURIOUS</AttitudeType>
<bAttitudeType>1</bAttitudeType>
</Attitude>
</Attitudes>
<DiplomacyPowers/>
<DiplomacyText>
<Text>AI_DIPLO_GREETINGS_ATT_FUR_LEADER_CAVOUR_1</Text>
</DiplomacyText>
</Response>
</Responses>
</DiplomacyInfo>
<DiplomacyInfo>
<Type>AI_DIPLOCOMMENT_DEMAND_TRIBUTE</Type>
<Responses>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers>
<DiplomacyPower>
<DiplomacyPowerType>DIPLOMACYPOWER_WEAKER</DiplomacyPowerType>
<bDiplomacyPowerType>1</bDiplomacyPowerType>
</DiplomacyPower>
</DiplomacyPowers>
<DiplomacyText>
<Text>AI_DIPLO_DEMAND_TRIBUTE_POWER_WEAKER_CAVOUR_1</Text>
</DiplomacyText>
</Response>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers>
<DiplomacyPower>
<DiplomacyPowerType>DIPLOMACYPOWER_EQUAL</DiplomacyPowerType>
<bDiplomacyPowerType>1</bDiplomacyPowerType>
</DiplomacyPower>
</DiplomacyPowers>
<DiplomacyText>
<Text>AI_DIPLO_DEMAND_TRIBUTE_POWER_EQUAL_CAVOUR_1</Text>
</DiplomacyText>
</Response>
<Response>
<Civilizations/>
<Leaders>
<Leader>
<LeaderType>LEADER_CAVOUR</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
</Leaders>
<Attitudes/>
<DiplomacyPowers>
<DiplomacyPower>
<DiplomacyPowerType>DIPLOMACYPOWER_STRONGER</DiplomacyPowerType>
<bDiplomacyPowerType>1</bDiplomacyPowerType>
</DiplomacyPower>
</DiplomacyPowers>
<DiplomacyText>
<Text>AI_DIPLO_DEMAND_TRIBUTE_POWER_STRONGER_CAVOUR_1</Text>
</DiplomacyText>
</Response>
</Responses>
</DiplomacyInfo>
</DiplomacyInfos>
</Civ4DiplomacyInfos>
Then I have edited Cavour_CIV4GameText.xml adding these lines:
Spoiler :
<TEXT>
<Tag>AI_DIPLO_FIRST_CONTACT_LEADER_CAVOUR_1</Tag>
<English>Welcome, [CT_NAME], what may YOU do for ME?</English>
<French>Welcome, [CT_NAME], what may YOU do for ME?</French>
<German>Willkommen, [CT_NAME], was kannst DU für MICH machen?</German>
<Italian>Saluti, [CT_NAME], come PUOI ESSERMI utile?</Italian>
<Spanish>Welcome, [CT_NAME], what may YOU do for ME?</Spanish>
<Hungarian>Welcome, [CT_NAME], what may YOU do for ME?</Hungarian>
</TEXT>
<TEXT>
<Tag>AI_DIPLO_REFUSE_TO_TALK_LEADER_CAVOUR_1</Tag>
<English>I don't see usefulness to talk with you, [CT_NAME].</English>
<French>I don't see usefulness to talk with you, [CT_NAME].</French>
<German>Ich sehe keine Nützlichkeit, mit dir zu sprechen, [CT_NAME]. </German>
<Italian>Non vedo alcuna utilità a parlare con te, [CT_NAME].</Italian>
<Spanish>I don't see usefulness to talk with you, [CT_NAME].</Spanish>
<Hungarian>I don't see usefulness to talk with you, [CT_NAME].</Hungarian>
</TEXT>
<TEXT>
<Tag>AI_DIPLO_NO_PEACE_LEADER_CAVOUR_1</Tag>
<English>You are a foolish, [CT_NAME], but I can be a foolish too!</English>
<French>You are a foolish, [CT_NAME], but I can be a foolish too!</French>
<German>Du bist unsinnig, [CT_NAME], aber auch ich kann unsinnig sein!</German>
<Italian>Sei una persona irragionevole, [CT_NAME], ma anch'io posso esserlo!</Italian>
<Spanish>You are a foolish, [CT_NAME], but I can be a foolish too!</Spanish>
<Hungarian>You are a foolish, [CT_NAME], but I can be a foolish too!</Hungarian>
</TEXT>
<TEXT>
<Tag>AI_DIPLO_GREETINGS_ATT_FR_LEADER_CAVOUR_1</Tag>
<English>Welcome, [CT_NAME], I expect that our meeting will be very advantageous. At least for me..</English>
<French>Welcome, [CT_NAME], I expect that our meeting will be very advantageous. At least for me..</French>
<German>Willkommen[CT_NAME], ich erwarte, daß unseres Zusammentreffen wird sehr günstig sein. Mindestens für mich..</German>
<Italian>Salve, [CT_NAME]; prevedo che questo nostro incontro sarà molto proficuo. Almeno per me..</Italian>
<Spanish>Welcome, [CT_NAME], I expect that our meeting will be very advantageous. At least for me..</Spanish>
<Hungarian>Welcome, [CT_NAME], I expect that our meeting will be very advantageous. At least for me..</Hungarian>
</TEXT>
<TEXT>
<Tag>AI_DIPLO_GREETINGS_ATT_FUR_LEADER_CAVOUR_1</Tag>
<English>General Garibaldi and his thousand "Redshirts" are ready to invade you, [CT_NAME]. What do you want?</English>
<French>General Garibaldi and his thousand "Redshirts" are ready to invade you, [CT_NAME]. What do you want?</French>
<German>General Garibaldi und seine tausend "Rothemden" sind fertig, in deine Nation einzufallen, [CT_NAME]. Was willst du?</German>
<Italian>Il generale Garibaldi e i suoi Mille sono pronti ad invaderti, [CT_NAME]. Cosa vuoi?</Italian>
<Spanish>General Garibaldi and his thousand "Redshirts" are ready to invade you, [CT_NAME]. What do you want?</Spanish>
<Hungarian>General Garibaldi and his thousand "Redshirts" are ready to invade you, [CT_NAME]. What do you want?</Hungarian>
</TEXT>
<TEXT>
<Tag>AI_DIPLO_DEMAND_TRIBUTE_POWER_WEAKER_CAVOUR_1</Tag>
<English>I wouldn't do this request if my people wouldn't need help, [CT_NAME]. You know that, I'm not an opportunist.</English>
<French>I wouldn't do this request if my people wouldn't need help, [CT_NAME]. You know that, I'm not an opportunist.</French>
<German>Ich würde keine Anforderung machen, wenn meinem Volk die nicht nötig wäre, [CT_NAME]. Du weißt das: ich bin nicht ein Opportunist.</German>
<Italian>Non ti farei questa richiesta se il mio popolo non ne avesse davvero bisogno, [CT_NAME]. Lo sai, io non sono un opportunista.</Italian>
<Spanish>I wouldn't do this request if my people wouldn't need help, [CT_NAME]. You know that, I'm not an opportunist.</Spanish>
<Hungarian>I wouldn't do this request if my people wouldn't need help, [CT_NAME]. You know that, I'm not an opportunist.</Hungarian>
</TEXT>
<TEXT>
<Tag>AI_DIPLO_DEMAND_TRIBUTE_POWER_EQUAL_CAVOUR_1</Tag>
<English>If you would need help, [CT_NAME], I'd provide it to you immediately.</English>
<French>If you would need help, [CT_NAME], I'd provide it to you immediately.</French>
<German>Wenn dir Hilfe nötig wäre, [CT_NAME], würde ich die sofort geben.</German>
<Italian>Se tu avessi bisogno di aiuto, [CT_NAME], io non esiterei un attimo a dartelo.</Italian>
<Spanish>If you would need help, [CT_NAME], I'd provide it to you immediately.</Spanish>
<Hungarian>If you would need help, [CT_NAME], I'd provide it to you immediately.</Hungarian>
</TEXT>
<TEXT>
<Tag>AI_DIPLO_DEMAND_TRIBUTE_POWER_STRONGER_CAVOUR_1</Tag>
<English>My friendship has a price, [CT_NAME].</English>
<French>My friendship has a price, [CT_NAME].</French>
<German>Mein Freundschaft hat einen Preis, [CT_NAME].</German>
<Italian>La mia amicizia ha un prezzo, [CT_NAME].</Italian>
<Spanish>My friendship has a price, [CT_NAME].</Spanish>
<Hungarian>My friendship has a price, [CT_NAME].</Hungarian>
</TEXT>




- diplomay sounds: if you use sounds from the Roman civ, the mp3s should be okay. That means your chances are good that you get it to work. Actually, I think you don't need to include the mp3s to your mod. Instead, it should be possible to reuse the sound defs from the Roman civ. Simply include what the Roman civ includes. Copy'n'paste. Otherwise you might give some details about what's going on. For example, how did you recognize that the game can't find the mp3s? Did you got an error message?

From Ancient to Renaissance age I use Roman Diplo sounds; as you say, I don't included them to my mod; I "call" them from my [LHname]_CIV4LeaderHeadInfos.xml files and they work.
From Industrial to Future age I'd like to use two songs: Mameli_anthem.mp3 from KrugerPritz for Lorenzo and Cavour LHs and Roman_future.mp3 (I found it somewhere in the Civ folders) for Mussolini. They don't work:
  • Copied/pasted these mp3s in Modules\Italy\Sounds\Diplomacy\.
  • Copied/pasted BtS Audio2DScripts.xml in \Modules\Italy\XML\Audio\
  • Edited Audio2DScripts.xml adding this code:
    Spoiler :
    <Script2DSound>
    <ScriptID>AS2D_DIPLO_MAMELI_ANTHEM</ScriptID>
    <SoundID>DIPLO_MAMELI_ANTHEM</SoundID>
    <SoundType>GAME_MUSIC</SoundType>
    <iMinVolume>75</iMinVolume>
    <iMaxVolume>75</iMaxVolume>
    <iPitchChangeDown>0</iPitchChangeDown>
    <iPitchChangeUp>0</iPitchChangeUp>
    <iMinLeftPan>-1</iMinLeftPan>
    <iMaxLeftPan>-1</iMaxLeftPan>
    <iMinRightPan>-1</iMinRightPan>
    <iMaxRightPan>-1</iMaxRightPan>
    <bLooping>1</bLooping>
    <iMinTimeDelay>0</iMinTimeDelay>
    <iMaxTimeDelay>0</iMaxTimeDelay>
    <bTaperForSoundtracks>0</bTaperForSoundtracks>
    <iLengthOfSound>0</iLengthOfSound>
    <fMinDryLevel>1.0</fMinDryLevel>
    <fMaxDryLevel>1.0</fMaxDryLevel>
    <fMinWetLevel>0.0</fMinWetLevel>
    <fMaxWetLevel>0.0</fMaxWetLevel>
    </Script2DSound>

    <Script2DSound>
    <ScriptID>AS2D_DIPLO_ROMAN_FUTURE</ScriptID>
    <SoundID>DIPLO_ROMAN_FUTURE</SoundID>
    <SoundType>GAME_MUSIC</SoundType>
    <iMinVolume>75</iMinVolume>
    <iMaxVolume>75</iMaxVolume>
    <iPitchChangeDown>0</iPitchChangeDown>
    <iPitchChangeUp>0</iPitchChangeUp>
    <iMinLeftPan>-1</iMinLeftPan>
    <iMaxLeftPan>-1</iMaxLeftPan>
    <iMinRightPan>-1</iMinRightPan>
    <iMaxRightPan>-1</iMaxRightPan>
    <bLooping>1</bLooping>
    <iMinTimeDelay>0</iMinTimeDelay>
    <iMaxTimeDelay>0</iMaxTimeDelay>
    <bTaperForSoundtracks>0</bTaperForSoundtracks>
    <iLengthOfSound>0</iLengthOfSound>
    <fMinDryLevel>1.0</fMinDryLevel>
    <fMaxDryLevel>1.0</fMaxDryLevel>
    <fMinWetLevel>0.0</fMinWetLevel>
    <fMaxWetLevel>0.0</fMaxWetLevel>
    </Script2DSound>
  • Edited these lines in [LHname]_CIV4LeaderHeadInfos.xml (it's in the same folder of DiplomacyInfos - this example is for Cavour):
    Spoiler :
    <DiplomacyMusicPeace>
    <DiploMusicPeaceEra>
    <EraType>ERA_ANCIENT</EraType>
    <DiploScriptId>AS2D_DIPLO_CAESAR_EARLY</DiploScriptId>
    </DiploMusicPeaceEra>
    <DiploMusicPeaceEra>
    <EraType>ERA_CLASSICAL</EraType>
    <DiploScriptId>AS2D_DIPLO_CAESAR_EARLY</DiploScriptId>
    </DiploMusicPeaceEra>
    <DiploMusicPeaceEra>
    <EraType>ERA_MEDIEVAL</EraType>
    <DiploScriptId>AS2D_DIPLO_CAESAR_MIDDLE</DiploScriptId>
    </DiploMusicPeaceEra>
    <DiploMusicPeaceEra>
    <EraType>ERA_RENAISSANCE</EraType>
    <DiploScriptId>AS2D_DIPLO_CAESAR_MIDDLE</DiploScriptId>
    </DiploMusicPeaceEra>
    <DiploMusicPeaceEra>
    <EraType>ERA_INDUSTRIAL</EraType>
    <DiploScriptId>AS2D_DIPLO_MAMELI_ANTHEM</DiploScriptId>
    </DiploMusicPeaceEra>
    <DiploMusicPeaceEra>
    <EraType>ERA_MODERN</EraType>
    <DiploScriptId>AS2D_DIPLO_MAMELI_ANTHEM</DiploScriptId>
    </DiploMusicPeaceEra>
    <DiploMusicPeaceEra>
    <EraType>ERA_FUTURE</EraType>
    <DiploScriptId>AS2D_DIPLO_MAMELI_ANTHEM</DiploScriptId>
    </DiploMusicPeaceEra>
    </DiplomacyMusicPeace>

My civilization has still no longer music when it reaches Industrial age.. :confused:




I could take a look at your files and improve on your german texts, but not before weekend.

Thank you very much !! :goodjob::goodjob:

I hope I have clarified my problems.. and I hope also to solve them!
 
First of all: sorry that I didn't reply to your question in the other thread that you just linked in. That was right before the easter holidays when I wasn't at home annd wasn't online for a few days. To finally give an answer: you should set the ModularLoading line in your mods ini to 0. Yes, that sounds like nonsense, but you really should do that. Still, I believe that your mod won't work although I can't think of anything else you'd need to do. Avains VD doesn't use WoC to my knowledge. Now, you try to merge a WoC mod with a non-WoC mod - this ways, that won't be possible, I believe. I think you would have to make the main VD module WoC style, too, to get this to work. Or you keep your own module non-WoC style, but then there is no way to get your diplomacy texts to work. As I said, you would need to talk to avain if he would switch to WoC.

Next, when I said that you should take a look at my Saxony mod, I didn't want to say that you may use my wavs. I was thinking about taking a look at the file structure. The problem with your sounds is not within the xmls, but where they are. Sound definitions always belon in the non-modular part of your mod, that means they don't belong into the Modules folder. Usually, you should put them in Assets/XML/Audio (within you mod of course). To my knowledge, sounds can't be made modular - not even with WoC. This ways, avain either knows more then me or his sounds don't work either or he has a copy of all his sound defs in the non-modular part of his mod. I remember that I once recognized this issue with his Hungary VD module: if I remember correctly, his unit select order sounds didn't work either. But that is already a while ago... Anyways, you would need to merge your sound defs with all the others - the default ones plus the ones coming from VD. There would be a solution for this, too, but again avain would be the man you should ask. If you take a look at my hun mod, you will find an executable jar. What it does, is searching for audiodefs in all Modules (each modules audio xmls would have to contain only those definitions that enable sounds of their own Module - that means, that your xmls would only contain definitions for italian sounds - no default sounds), then merges them with the audio defs files in the non-modular part of the mod (that's where the main VD mod comes to mind again). That would mean, that avain would have to include the audiodefs in the non-modular part of his VD mod and also include said jar. Then, you would add the italian sound defs to your module (this time they would in-deed belong into Italy's module folder). If someone wants to 'plugin' you module into VD, he would have to run said jar once to merge the audio xmls (he would need to install the Java Runtime Environment / JRE first to be able to run the jar file - but that's simple). After that, the user could actually remove your audio defs in your module, but they remain inactive anyways. That's you only chance to get this working. Ah, and it could be that you will need WoC again, but I don't think so.
To summarize:
- use the jar and keep your audio defs where they are, remove all default audio defs from their xmls, avain would have to provide a set of default audio xmls from civ4 so that the jar can merge
- move your defs into the non-modular part of the mod, but it's hard to get this compatible with VD and its other modules


Lastly, you don't need the [LHname]_CIV4DiplomacyInfos.xml file to get your audio working. That file is about diplomacy texts only. Then, the GameInfoSchema might be unnecessary, too, if no other xml needs that. And of course, the texts you posted and their file is not needed for sounds. But of course, they are related to your other problem.
 
you don't need the [LHname]_CIV4DiplomacyInfos.xml file to get your audio working. That file is about diplomacy texts only. Then, the GameInfoSchema might be unnecessary, too, if no other xml needs that. And of course, the texts you posted and their file is not needed for sounds. But of course, they are related to your other problem.
Yes, I do a little confusion in my previous post; I have edited it: now the comment about [LHname]_CIV4DiplomacyInfos.xml is related to "my other problem", the Diplo texts.. :p

First of all: sorry that I didn't reply to your question in the other thread that you just linked in. That was right before the easter holidays when I wasn't at home annd wasn't online for a few days.
Kein Problem! I think that if someone doesn't reply he has valid reasons!

you should set the ModularLoading line in your mods ini to 0. Yes, that sounds like nonsense, but you really should do that. Still, I believe that your mod won't work although I can't think of anything else you'd need to do. Avains VD doesn't use WoC to my knowledge. Now, you try to merge a WoC mod with a non-WoC mod - this ways, that won't be possible, I believe. I think you would have to make the main VD module WoC style, too, to get this to work. Or you keep your own module non-WoC style, but then there is no way to get your diplomacy texts to work. As I said, you would need to talk to avain if he would switch to WoC.
I'll ask to avain if he is planning to make his VD9 in WoC style, but I don't think so. If, on the contrary, he will make it so, is all-I-have-to-do to copy in \Varietas Delectat\Assets\Modules\Italy\ the WoC Modules folder, the res folder and the ddl and then to switch modular loading to 0?

Next, when I said that you should take a look at my Saxony mod, I didn't want to say that you may use my wavs. I was thinking about taking a look at the file structure.
I was talking to Krugerpritz about his sound files.. Again, I have edited my previous post to make this more clear. ;)

The problem with your sounds is not within the xmls, but where they are. Sound definitions always belon in the non-modular part of your mod, that means they don't belong into the Modules folder. Usually, you should put them in Assets/XML/Audio (within you mod of course). To my knowledge, sounds can't be made modular - not even with WoC. This ways, avain either knows more then me or his sounds don't work either or he has a copy of all his sound defs in the non-modular part of his mod. I remember that I once recognized this issue with his Hungary VD module: if I remember correctly, his unit select order sounds didn't work either. But that is already a while ago... Anyways, you would need to merge your sound defs with all the others - the default ones plus the ones coming from VD. There would be a solution for this, too, but again avain would be the man you should ask. If you take a look at my hun mod, you will find an executable jar. What it does, is searching for audiodefs in all Modules (each modules audio xmls would have to contain only those definitions that enable sounds of their own Module - that means, that your xmls would only contain definitions for italian sounds - no default sounds), then merges them with the audio defs files in the non-modular part of the mod (that's where the main VD mod comes to mind again). That would mean, that avain would have to include the audiodefs in the non-modular part of his VD mod and also include said jar. Then, you would add the italian sound defs to your module (this time they would in-deed belong into Italy's module folder). If someone wants to 'plugin' you module into VD, he would have to run said jar once to merge the audio xmls (he would need to install the Java Runtime Environment / JRE first to be able to run the jar file - but that's simple). After that, the user could actually remove your audio defs in your module, but they remain inactive anyways. That's you only chance to get this working. Ah, and it could be that you will need WoC again, but I don't think so.
To summarize:
- use the jar and keep your audio defs where they are, remove all default audio defs from their xmls, avain would have to provide a set of default audio xmls from civ4 so that the jar can merge
- move your defs into the non-modular part of the mod, but it's hard to get this compatible with VD and its other modules
Ok, thanks! I think that VD audio files are already the default files merged with VD audio defs. I have to ask to him if he wants to include jar.
 
If, on the contrary, he will make it so, is all-I-have-to-do to copy in \Varietas Delectat\Assets\Modules\Italy\ the WoC Modules folder, the res folder and the ddl and then to switch modular loading to 0?
Actually, this would be avains job. But he would have to copy the res folder and the ddl to \Varietas Delectat\Assets. Besides of this, he would have to copy the MFL file and its schema to his Modules folder (I suppose there is such a folder already in VD). What you said about the ini is right. Also, there is a folder called "Unloaded Modules" or something in WoC Lite, which is empty. I suggest you copy it. You might try it without it, too, but on the other side adding an empty folder is not a big loss.

Ok, thanks! I think that VD audio files are already the default files merged with VD audio defs. I have to ask to him if he wants to include jar.
If he keeps those files in the non-modular part of VD (not in a subfolder of the Modules folder), this could be.

EDIT: Try searching an adequate art for your UB on google warehouse. If you find something, I might be able to convert it. Note: the simpler its geometry is, the better. If it is too complicated, it does not make sense to convert it as it would mean to much work. Also, it might take me a while as I will concentrate on something that is for me and avain for now.
 
Actually, this would be avains job. But he would have to copy the res folder and the ddl to \Varietas Delectat\Assets. Besides of this, he would have to copy the MFL file and its schema to his Modules folder (I suppose there is such a folder already in VD). What you said about the ini is right. Also, there is a folder called "Unloaded Modules" or something in WoC Lite, which is empty. I suggest you copy it. You might try it without it, too, but on the other side adding an empty folder is not a big loss.


If he keeps those files in the non-modular part of VD (not in a subfolder of the Modules folder), this could be.

I'll try to do this by myself and then (if it works :rolleyes:) I'll submit the suggestion to avain.

EDIT: Try searching an adequate art for your UB on google warehouse. If you find something, I might be able to convert it. Note: the simpler its geometry is, the better. If it is too complicated, it does not make sense to convert it as it would mean to much work. Also, it might take me a while as I will concentrate on something that is for me and avain for now.

I had already searched something in Google warehouse, but there is nothing at all.
I thought about something like a standard Forge with some paintings and statues on its front. The Estetics tech icon and the Momument building (scaled down) could be fine. A model of Leonardo's flying machine could be funny too.. (The flying machine is a VD unit); I think it isn't easy to do this; in any case I appreciate again your help :thumbsup:
 
had already searched something in Google warehouse, but there is nothing at all.
I thought about something like a standard Forge with some paintings and statues on its front. The Estetics tech icon and the Momument building (scaled down) could be fine. A model of Leonardo's flying machine could be funny too.. (The flying machine is a VD unit); I think it isn't easy to do this; in any case I appreciate again your help
I'll see what I can do, but I'll start with this in 2 weeks or later. you might also start a request in the graphics modification section (there is a thread for requests already) as I'm not the best building modder around. Usually I'm only converting things. However, if you get that done by someone else, that's no problem for me. Just let me know in time.
 
I'll see what I can do, but I'll start with this in 2 weeks or later. you might also start a request in the graphics modification section (there is a thread for requests already) as I'm not the best building modder around. Usually I'm only converting things. However, if you get that done by someone else, that's no problem for me. Just let me know in time.

I made the request here. I'll keep you informed if someone will accept to make it.
 
Alright. If there is nobody who wants to fulfill your request, I have some ideas. I'm still thinking about it, so I won't mention details yet. I'll write a post about that at the end of the week. Till then, I hope that I can finish the german civilopedia texts. I've taken a look at one of them and started to work on it. I have to say that the texts are pretty good. I just altered some words to make the texts sound more normal, but I couldn't find any grammar mistake yet. So good work!

BTW: nitram made a pretty good Victor Emmanuel II. LH. You might consider to add him (I mean, that LH, not nitram ;)).
 
Grazie! Mi spiace ma quando ho trovato i tuoi file audio io avevo già dei file fatti da me (se ti interessano posso spedirteli via PM). Ad ogni modo mi piacerebbe usare il tuo inno di Mameli durante i colloqui diplomatici (vedi più in basso).
ok, it's better if I speak inglese :D
Thanks!, Sorry I checked your units sounds but I got yet sounds of my own (if you are interested I will send you them via PM). Anyway I would like to use your Mameli anthem for my Diplo music (see below).


va benissimo! :)
 
Wow, wonderful!! :) You want used my skin for this mod? I've make another skin...for Dardo IFV...is in queue mod. actually!!
For the flag...i've two advices...
I think which the turrite flags an appropiate, but in the past our country used some different symbols...Roman repubblican wolf, Imperial eagle, Christ monogram in Costantino's era...after few centuries the principals symbols are imperial biface eagle (in the north e in the south, under Federico di Svevia) and cross (some cities red cross in background white, or different cross, like Pisa or Amalfi). Now, if i remember good, the most city's flag color are blue and yellow! :)
 
Thanks! I missed your Dardo skin; I'll check it! :)
I have chosen a symbol as generic as possible; I have already said that the green-white-red flag is relative only to the last two centuries; the "Italia turrita" (I think the exact translation in english is: "castled Italy") is a personification of the whole civilization and it comes from the XI century (the Italian Communes age, the first rebirth of italian civilization..); however any suggestion is appreciated ;)
 
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