Little offer

Penkover

Chieftain
Joined
Mar 10, 2016
Messages
44
My modding is going tragedic.
I want new unit . I tryied a lot of thinks , but everytime some bugs like : game totally ignore existence of the unit or any civ is able to build it.

So my offer is :
You will do this unit as a mod , I will download it and you can publicate it as your own mod.

The stats of the unit is :
</Row>
<Class>UNITCLASS_SHIPOFTHELINE</Class>
<Type>UNIT_SHIPOFTEHLINE</Type>
<PrereqTech>TECH_NAVIGATION</PrereqTech>
<Combat>48</Combat>
<RangedCombat>48</RangedCombat>
<Cost>240</Cost>
<Moves>5</Moves>
<HurryCostModifier>20</HurryCostModifier>
<Range>2</Range>
<CombatClass>UNITCOMBAT_NAVALRANGED</CombatClass>
<Domain>DOMAIN_SEA</Domain>
<DefaultUnitAI>UNITAI_ASSAULT_SEA</DefaultUnitAI>
(ingame name is Ship of the line )
<Civilopedia>TXT_KEY_CIVILOPEDIA_UNITS_RENAISSANCE_SHIPOFTHELINE_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_ENGLISH_SHIPOFTHELINE_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_SHIPOFTHELINE</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<ObsoleteTech>TECH_ELECTRONICS</ObsoleteTech>
<Mechanized>true</Mechanized>
<AdvancedStartCost>50</AdvancedStartCost>
<MinAreaSize>10</MinAreaSize>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_U_ENGLISH_SHIPOFTHELINE</UnitArtInfo>
<UnitFlagIconOffset>52</UnitFlagIconOffset>
<IconAtlas>UNIT_ATLAS_2</IconAtlas>
<PortraitIndex>9</PortraitIndex>
<MoveRate>WOODEN_BOAT</MoveRate>
</Row>


grafics , model , picture , symbol : like curentship of the line
resources : iron
promo : cant meele

The curent ship of the line will be renamed to : Man O War
this is like ship of the line for other nations but less powerfull
if you do it like XML , i will be able to edit it.


HELP ME PLEASE!
 
I'm going to guess this is a simple mistake in the references. If you'd be so kind as to follow http://forums.civfanatics.com/showthread.php?t=515484 steps so that I can see the mod directly, I would be happy to help.

Most likely it should be something fairly easy that I can walk you through, and you can publish it as your own :)

I don't know that he has actually been trying to make a mod. Last I recall he was trying to edit the base game files. This is prone to undesired results if the changes to be made are anything more than very simple adjustments to the settings made by Firaxis, which is why I think he is asking for someone to make it as a mod.

Plus, your format for a link is backwards. You have the text where the http address ought to go, and vice virtuoso versa1


1I keep doing that
 
Plus, your format for a link is backwards. You have the text where the http address ought to go, and vice virtuoso versa1


1I keep doing that

*Blinks*

I need to get more coffee, it seems. Spending all morning in the XML files must have broken something in my head.

I didn't realize he was a repeat customer. This is something quick and easy enough that I could make it into a mod if that's what he needs, I guess, though I would need a bit of clarification if that were the case.
 
Firsly i tryied to overwrite files from original game, it works , but there was one little bug : ANY civ. was able to build it !????!!!!
So i tried to do it like a mod And i did this : (attached file, here are other ship stats) ...
the original file is from Air-Ground-Sea MEGAMod ( thats the cause , why new unit have combat 48)
... And the game ignores everythink in this file. Bad bad bad.
 

Attachments

Your file probably failed because it likely violates the 'uniqueness' rules.
  1. Any game-table that uses Column-Name <Type> requires that each new attempt to add a <Row> within that table must have a unique "name" that is used for <Type>:
    • For example, the game already has a Building whose "name" for <Type> within table <Buildings> is "BUILDING_COURTHOUSE", so if I try to do this in a mod:
      Code:
      <GameData>
      	<Buildings>
      		<Row>
      			<Type>BUILDING_COURTHOUSE</Type>
      			<BuildingClass>BUILDINGCLASS_COURTHOUSE</BuildingClass>
      			<Cost>100</Cost>
      			<GoldMaintenance>4</GoldMaintenance>
      			<PrereqTech>TECH_MATHEMATICS</PrereqTech>
      			<Help>TXT_KEY_BUILDING_COURTHOUSE_HELP</Help>
      			<Description>TXT_KEY_BUILDING_COURTHOUSE</Description>
      			<Civilopedia>TXT_KEY_BUILDING_COURTHOUSE_PEDIA</Civilopedia>
      			<Strategy>TXT_KEY_BUILDING_COURTHOUSE_STRATEGY</Strategy>
      			<ArtDefineTag>COURTHOUSE</ArtDefineTag>
      			<MinAreaSize>-1</MinAreaSize>
      			<ConquestProb>0</ConquestProb>
      			<HurryCostModifier>50</HurryCostModifier>
      			<NoOccupiedUnhappiness>true</NoOccupiedUnhappiness>
      			<IconAtlas>BW_ATLAS_1</IconAtlas>
      			<PortraitIndex>63</PortraitIndex>
      		</Row>
      	</Buildings>
      </GameData>
      The game rejects the entire file where I have this code because "BUILDING_COURTHOUSE" is not unique to all other previously-added information the game has for table <Buildings>.
    • There are a few oddball cases where this rule does not apply, but for the inexperienced mod-maker you should treat this as being a fixed rule you always need to follow. As I recall these oddball cases are all restricted to ArtDefine tables that are used to add new animation info into the game.
    • Everything added by Firaxis in the Base-Game files, in the Expansion files, and in the DLC files, and everything added by any mod that loads into the game before your mod does is considered for the purposes of this rule as being the 'Pre-Existing' data that you cannot re-use for any column called <Type>.
  2. The Uniqueness Rule also applies to all attempts to define a <Row> in any of the Language Localization tables such as <Language_en_US>. In the case of the Language "tables", each <Row> added to the table must have a unique name for "Tag". So for your TXT_KEY_SOMETHING, the "_SOMETHING" part of it must be unique. Otherwise, the entire contents of the file are discarded by the game.
    • If I do the following the game rejects the entire contents of the file because the game already has a TXT_KEY called "TXT_KEY_BUILDING_AQUEDUCT":
      Code:
      <GameData>
      	<Language_en_US>
      		<Row Tag="TXT_KEY_BUILDING_AQUEDUCT">
      			<Text>City Sewer</Text>
      		</Row>
      	</Language_en_US>
      </GameData>
    • In order for me to change the In-Game of the "Aqueduct" to "City Sewer", I need to do an <Update> to this existing TXT_KEY, not attempt to re-enter the <Row> into the game's database:
      Code:
      <GameData>
      	<Language_en_US>
      		<Update>
      			<Where Tag="TXT_KEY_BUILDING_AQUEDUCT" />
      			<Set Text="City Sewer" />
      		</Update>
      	</Language_en_US>
      </GameData>
 
thx but
Also I have litle problem with promo "exotic cargo"
I add it to other promos , start game , there is the ability in the unit stats but when i ant to d this trading , I cant see any button like the portuguesse NAU.
And how to do some of the units able to land on carrier ?
 
I've not played around much with the Nua's ability to "Sell Exotic Goods" but the definition of the Unit within table <Units> needs <NumExoticGoods>1</NumExoticGoods> as well as it needs to be given the promotion PROMOTION_SELL_EXOTIC_GOODS, as I recall.

Any unit that has <SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo> and <DomainCargo>DOMAIN_AIR</DomainCargo> in its definition within table <Units> will be considered an AirCraft Carrier, but it will only be able to 'carry' an air unit that is defined as belonging to the <Special>SPECIALUNIT_FIGHTER</Special> as are Jet Fighters and the like. The 'tag' <Special>SPECIALUNIT_FIGHTER</Special> is used within table <Units> for Fighters, Jet Fighters, Bombers, and Atomic Bombs in the BNW base-game, but Stealth Bombers are given SPECIALUNIT_STEALTH to specifically disallow them from using AirCraft Carriers. Missiles as given SPECIALUNIT_MISSILE, and this needs to match up to the 'cargo' capacity of the Guilded-Missile Cruiser, etc.

You should also make sure in BNW that all your aircraft-carrier units also are using <CombatClass>UNITCOMBAT_CARRIER</CombatClass> and <DefaultUnitAI>UNITAI_CARRIER_SEA</DefaultUnitAI> in table <Units>.
 
Tadaa !
I did it !
I found this civilization SDK (before i were doing it only with microsoft textblock).

But here are little problems with mod Air-naval-ground mega mod now.
When I activate both mods ,My mod is Blocked and the megamod have some bugs like unit stats.(There privateer normaly have 36 combat and now , with both mods 25, like in the normal game.)

The problems are resolved when delete my mod out of the MODS folder. But then, no ship of the line... :(
Any help again ?

Moderator Action: 2 posts deleted as requested.
 
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