ls612's C2C Units

Ok, I think I've got it fixed. My wife had a game that, although it wasn't showing the problem, also hadn't been updated since forever. So that could also have something to do with it. But testing that game against the most current alternative file set I've got, manipulated by the 'fixes' I tried to enact here showed no problem with Hunters (which can presumably mean the rest of these issues as well if my theories are correct.)

However, her save may not be sufficient for testing if it was based on an old enough file set. So it'd be helpful if I could get a savegame showing the specific problem (don't think I have one yet... wasn't able to figure out if I did or not.) So if you've got one, please post. I'm waiting on the fresh SVN set to upload and that will take at least until tomorrow evening. Then, if after a merge and rebuild I can test that save against the current file set to see what's taking place, then test it against the new dll and see if it actually did create a fix.

But I'm fairly optimistic I figured out what was wrong there.

Looking through the bug list though, there are a few other mission criticals to attend to before release.
 
Trireme has now strength 7 while Decareme has strength 6 and requires bronze working. Why would I build Decaremes?
 
Trireme has now strength 7 while Decareme has strength 6 and requires bronze working. Why would I build Decaremes?

As i was informed by Hydro, each "ship" has a different starting area that has benefits "different" from the other one, look at the abilities of each then decide what you need to work with in your tiles or killing your enemies.
 
Triremes/Decaremes start with different promotions but IIRC Coastal Assault only gives 10% to the Decareme. And it loses the promotion soon(tm) anyway. Except strength and starting promotion they seem identical to me.
 
Triremes/Decaremes start with different promotions but IIRC Coastal Assault only gives 10% to the Decareme. And it loses the promotion soon(tm) anyway. Except strength and starting promotion they seem identical to me.

The free promotions are being lost upon earning a promotion through experience. This is not intended and is being worked on, I think. So perhaps the problem is the bug that is losing the promotions. If it kept its promotion, would you still think there was no reason to build Decareme?
 
Anyone know how the WorldBuilder list of buildings/technologies/units is sorted? We have so many that I cannot find the one I want. If it was based on the order in UnitClassInfos or UnitInfos or something I could figure it out more easily. I'm attempting to test my late game unit, but actually getting to that unit even from an industrial start would take a long time so I wanted to world builder the correct buildings and techs to use it, but I hovered over countless options for a long time and still didn't find horse trainer or tech. Maybe the answer is lower the resolution so I can see the buttons better.
 
Anyone know how the WorldBuilder list of buildings/technologies/units is sorted? We have so many that I cannot find the one I want. If it was based on the order in UnitClassInfos or UnitInfos or something I could figure it out more easily. I'm attempting to test my late game unit, but actually getting to that unit even from an industrial start would take a long time so I wanted to world builder the correct buildings and techs to use it, but I hovered over countless options for a long time and still didn't find horse trainer or tech. Maybe the answer is lower the resolution so I can see the buttons better.

You could also edit the world builder save file to edit in the correct units/buildings if you know their names.
 
Anyone know how the WorldBuilder list of buildings/technologies/units is sorted? We have so many that I cannot find the one I want. If it was based on the order in UnitClassInfos or UnitInfos or something I could figure it out more easily. I'm attempting to test my late game unit, but actually getting to that unit even from an industrial start would take a long time so I wanted to world builder the correct buildings and techs to use it, but I hovered over countless options for a long time and still didn't find horse trainer or tech. Maybe the answer is lower the resolution so I can see the buttons better.
They are in the order in which they are defined in the XML (and first the base XML then the module stuff in the order that the MLF files define).
 
You could also edit the world builder save file to edit in the correct units/buildings if you know their names.

I'll try that.

They are in the order in which they are defined in the XML (and first the base XML then the module stuff in the order that the MLF files define).

Thank you.
 
As i was informed by Hydro, each "ship" has a different starting area that has benefits "different" from the other one, look at the abilities of each then decide what you need to work with in your tiles or killing your enemies.

Yeah the 3 ships; Trireme, Decareme and Quinquereme all have a different starting promotion. One has better attack, another better defense and the last better speed.

And yeah they are not suppose to loose their promotions. That's a bug.
 
OK. My first attempt at unit coding with help from Hydro and ls612.

Files are attached for Urban Horseman. The battle animation is the only thing that doesn't seem to be working. If someone knows where I should look to try and fix that, let me know. Let me know if something doesn't look right.

EDIT: File removed and reposted following SO's suggestions.
 
OK. My first attempt at unit coding with help from Hydro and ls612.

Files are attached for Urban Horseman. The battle animation is the only thing that doesn't seem to be working. If someone knows where I should look to try and fix that, let me know. Let me know if something doesn't look right.

Just looking at the KFM (btw if animated you MUST have a KFM) it should be

Spoiler :

Code:
<KFM>Art/Units/Unique/Persia/Immortal/PersianImmortal.kfm</KFM>

also when using art from individuals, always take out there plain pictures.
 
Just looking at the KFM (btw if animated you MUST have a KFM) it should be

Spoiler :

Code:
<KFM>Art/Units/Unique/Persia/Immortal/PersianImmortal.kfm</KFM>

also when using art from individuals, always take out there plain pictures.

Thanks for the help. Does that mean any unit without a KFM won't have animation? I've seen some units that also have .kf files. I assume those are files that a .kfm file draws from. Do you know the difference between .kfm and .kf files and whether both are needed for animations?

Here are the files corrected as suggested by SO.
 

Attachments

Thanks for the help. Does that mean any unit without a KFM won't have animation? I've seen some units that also have .kf files. I assume those are files that a .kfm file draws from. Do you know the difference between .kfm and .kf files and whether both are needed for animations?

Here are the files corrected as suggested by SO.

There should be NO tags labeled with a kf?? if you see some please put some here so i or someone can look at these thanx
 
There should be NO tags labeled with a kf?? if you see some please put some here so i or someone can look at these thanx

Sorry. I think I was unclear. They weren't kf tags, but there were .kf files in unit graphics folders. For example, in C2C/Assets/Modules/Vokarya/Units/Highwayman/Art/Units/Cuirassier/ there are a great number of .kf files such as Cuirrassier_MD_RangedFortify.kf along with one Cuirrassier.kfm and my guess is that the .kfm file is somehow a manager for the individual actions which are represented in .kf files such as how the unit looks when it fortifies, etc.
 
Sorry. I think I was unclear. They weren't kf tags, but there were .kf files in unit graphics folders. For example, in C2C/Assets/Modules/Vokarya/Units/Highwayman/Art/Units/Cuirassier/ there are a great number of .kf files such as Cuirrassier_MD_RangedFortify.kf along with one Cuirrassier.kfm and my guess is that the .kfm file is somehow a manager for the individual actions which are represented in .kf files such as how the unit looks when it fortifies, etc.

There ya go, KFM is the actual animated part, the nif's are the looks, the rest are the movements that are needed. The dds is the actual units itself made to work WITH the nif's and KFM.
 
Sorry. I think I was unclear. They weren't kf tags, but there were .kf files in unit graphics folders. For example, in C2C/Assets/Modules/Vokarya/Units/Highwayman/Art/Units/Cuirassier/ there are a great number of .kf files such as Cuirrassier_MD_RangedFortify.kf along with one Cuirrassier.kfm and my guess is that the .kfm file is somehow a manager for the individual actions which are represented in .kf files such as how the unit looks when it fortifies, etc.

You need all of the .kf files in the same folder as the .kfm file. If you are having animation issues that would be the first thing I'd check before continuing.

Also, it might help to make sure you haven't misspelled anything in the file path or the XML for the file path, you would not believe how easy that is to do (and how annoying it is to find sometimes).
 
I have been reading the unit code and a question came up. For almost every unit the <Class> and <Type> tags are the same (ex. UNITCLASS_A10_BOMBER and UNIT_A10_BOMBER). Could we just have one UNITCLASS_MISSIONARY instead of having UNITCLASS_ANDEAN_MISSIONARY, for example? Is there a functional reason to have separate unit classes for these?

My other question is about the units (only a few) who do have different <Class> and <Type> tags. For example UNIT_ARMOR_M60 is the only unit with UNITCLASS_ARMOR and UNIT_HEAVY_TANK_M26 is the only unit with UNITCLASS_HEAVY_TANK. Is there a functional reason why these units have different unit types and unit classes or is it an anomaly?

Just trying to make sense of how the code works before I get to a point where I'm called upon to change anything for the team.
 
I have been reading the unit code and a question came up. For almost every unit the <Class> and <Type> tags are the same (ex. UNITCLASS_A10_BOMBER and UNIT_A10_BOMBER). Could we just have one UNITCLASS_MISSIONARY instead of having UNITCLASS_ANDEAN_MISSIONARY, for example? Is there a functional reason to have separate unit classes for these?

No idea. The missionaries for the base religions that come each with their own unitclass so the ones that were added also come with their own unitclasses. You will notice however that the male and female missionaries share unitclasses.
 
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