ModModding Guide to Wildmana

also make sure that the unit mesh group is pointing to the correct art define tag.
 
Something I don't understand in the module unit art def file.

I was trying to fix some of the city-screen button art for Scion units. The "generic" buttons are being displayed rather than the Scion-specific art.

The trouble is that changes to SCIONS_CIV4ArtDefines_Unit.xml don't seem to do anything for my test unit, the Adept. I tried pointing <Button> to both the individual file and the button in Units_Atlas1.dds. But I got bupkis.

Any ideas?

The XML is all fine. If you want to test a unit, worldbuilder it in your game and click on it to see if the correct button is displayed.

For this you either have to remove the old FFH code from the python that is placing the buttons or wait for the next patch ;)
 
just a quick question for the txt.xml:

is there a way to force a new line (like [PARAGRAPH:1] ), but without the spacial placement?

(i.e. when i use the paragraph it places the next line a bit to the right, instead i want it to be placed right under that line)

edit: nvm found it ( [NEWLINE] )
 
Is there a tag to make one promotion block another? I ask because Drowns automatically start with "water walking", which while allowing walking on coastal tiles also allows amphibious attacks without penalty and attacks across rivers without penalty.

Once you start up the promotion chain you can eventually get amphibious. However, the abilities contained in amphibious are already contained within "water walking" so I would like to prevent the promotion option for amphibious for units that already have water walking so that players will not waste a promotion needlessly.

I suppose another option would be to have "water walking" promotion itself grant only the ability to walk on coastal tiles, and then also give amphibious to all those units who start with water walking or when the Level 2 Water spell is cast. This seems a bit klugier, however, so I thought that I would just ask about a tag.

Sorry if this is a bit OT -- not exactly a bug per se, but also not exactly a balance issue. Not sure where to put it...
 
you could try the tags <PromotionReplacedBy> and <PromotionExcludes>. look in the OBSOLETED_CIV4PromotionsInfos.xml for reference.

Please let me know if it worked :)
 
Great, thanks tesb, that worked! I used both the tags so that it was clear from the civilopedia and both ends that the tags blocked each other and Amphibious was superseded by Water Walking. Here is the updated promotion for water walking:

Spoiler :

Code:
        <PromotionInfo>
            <Type>PROMOTION_WATER_WALKING</Type>
            <Description>TXT_KEY_PROMOTION_WATER_WALKING</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <bAmphib>1</bAmphib>
            <bRiver>1</bRiver>
            <Button>Art/Interface/Buttons/Promotions/Waterwalking.dds</Button>
            <bWaterWalking>1</bWaterWalking>
            <iAIWeight>100</iAIWeight>
            <iMinLevel>-1</iMinLevel>
        	<iPowerModifier>7</iPowerModifier>
			<PromotionExcludes>
				<Promotion>PROMOTION_AMPHIBIOUS</Promotion>
			</PromotionExcludes>			
		</PromotionInfo>


And the updated version of Amphibious:

Spoiler :

Code:
        <PromotionInfo>
            <Type>PROMOTION_AMPHIBIOUS</Type>
            <Description>TXT_KEY_PROMOTION_AMPHIBIOUS</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_COMBAT2</PromotionPrereq>
            <bAmphib>1</bAmphib>
            <bRiver>1</bRiver>
            <UnitCombats>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
            </UnitCombats>
            <Button>,Art/Interface/Buttons/Promotions/Amphibious.dds,Art/Interface/Buttons/Promotions_Atlas.dds,3,1</Button>
            <bMutation>1</bMutation>
			<PromotionReplacedBy>PROMOTION_WATER_WALKING</PromotionReplacedBy>
        	<iPowerModifier>3</iPowerModifier>
		</PromotionInfo>


I am patched up to 8.30 (not 8.31, haven't had the WOC problem).
 
For this you either have to remove the old FFH code from the python that is placing the buttons or wait for the next patch ;)

I think I'll wait. :)
 
Scratch my earlier response, it turns out that <PromotionReplacedBy> and <PromotionExcludes> don't seem to be working. Amphibious still comes up as a promotion option for those units that have Water Walking.
 

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what happens when you choose the promotion on level up? i thought there might be problems because those two tags were implemented for spells, not regular promotions.
 
PromotionExcludes currently only works for Promotions applied by Spells. Will be fixed in Wildmana 9.0
 
I'm trying to add art buttons for some XML files that correspond to each of the unique features. They have to exist somewhere because there are buttons for these under "Improvements" when you open the WorldBuilder. But I can't find them anywhere in the Art folder. Can anyone help me find these?

I'm also very unclear about the path structure for button art. For example,
Code:
<Button>Art/Interface/Buttons/Promotions/Air1.dds</Button>
looks very straightforward to me, but
Code:
<Button>,Art/Interface/Buttons/Promotions/Accuracy.dds,Art/Interface/Buttons/Promotions_Atlas.dds,1,1</Button>
looks very weird to me.
 
@pazyryk
the second entry refers to an atlas file, this is one big texture containing many buttons at once. the , and numbers somehow define the exact location within this texture, how exactly this is doe i don't know. if you want to add new buttons just make them regular .dss if you want an already existing button from within an the atlas file, just copy paste the link and you are fine :)
 
@pazyryk
the second entry refers to an atlas file, this is one big texture containing many buttons at once. the , and numbers somehow define the exact location within this texture, how exactly this is doe i don't know. if you want to add new buttons just make them regular .dss if you want an already existing button button from within an the atlas file, just copy paste the link and you are fine :)

Column, Row. So 1,1 would be the top left corner. Unless it starts at 0, can't remember.
 
Thanks, that helps. Does no one know where I can find the Unique Feature button Art (used in the WorldBuilder)? I've looked through all the .dll's in the Art folder but haven't seen anything. However, I'm probably missing something big (it seems like the Art folder only has a fraction of the total button art used in the game).
 
art/interface/buttons/improvements in the wildmana80.fpk
 
Are you sure? I'm looking in FFH Wild Mana\Assets\Art\Interface\Buttons and I see 5 folders and one file (Misc_Atlas1.dds), and none of the folders are called Improvement.

Also, do you have a suggestion for dealing with .fpk files? I don't even know what this is but assume it's some kind of compressed format. I only need to open and look around.
 
Are you sure? I'm looking in FFH Wild Mana\Assets\Art\Interface\Buttons and I see 5 folders and one file (Misc_Atlas1.dds), and none of the folders are called Improvement.

you are not seeing those files because they are in the wildmana80.fpk like i wrote.

to open it use this program: http://forums.civfanatics.com/showthread.php?t=136023
beware however unpacking can take a while (don't close the program even if it seems to be crashed)
 
Are you sure? I'm looking in FFH Wild Mana\Assets\Art\Interface\Buttons and I see 5 folders and one file (Misc_Atlas1.dds), and none of the folders are called Improvement.

Also, do you have a suggestion for dealing with .fpk files? I don't even know what this is but assume it's some kind of compressed format. I only need to open and look around.

Look up a program called pakbuild. Available on this site.

Nearly all the art will be compressed in an fpak; You won't find it without that program.
 
edit: if you want me to give you the links to the buttons just tell me, so you don't have to open that file. just tell me what buttons you need.

edit 2: i ninjad valk, this is a good day :)
 
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