Modules load order

It appears to be graphical. Place the terrain and CTD!

I had trouble adding some terrains because they did not work with the terrain graphics I use. I can't use the default as it makes me ill. For some reason it smells like metal after a bush fire has passed through.
 
It appears to be graphical. Place the terrain and CTD!

I had trouble adding some terrains because they did not work with the terrain graphics I use. I can't use the default as it makes me ill. For some reason it smells like metal after a bush fire has passed through.

In what folder are the terrain files located?
 
We don't know which terrain interaction is causing the crash. For all we know it may require four specific terrains around a point.

I was looking at the 200 plus terrain mod to see if we could use some from that but I could not get many of them to work at all.
 
Sure, but where within the FPK are the ones that belong to the troublesome CTD terrain?

I tested it a looong time ago and I remember that it was two martian and two lunar terrains that caused a ctd when you placed them via WB or if you tried to generate a map with all terrain types (earth, moon, mars).

I never changed to another terrain set; I downloaded the SVN version and then kept it like this. It's weird that Sparth never replicated it, my pc is somewhat strong (at least for c2c)...
 
Here are the updated files including what was in:
- ori
- Sargon
- Resources

As previously, what's in the art-whatever folders shoud go in the corresponding path in Assets/art/whatever

A few .dds from ori are actually not used (for some reason the art tag was commented) and are thus not included in the .zip; here's the list just in case:
activeeruption.dds
dormanteruption.dds
dormantvolcano.dds
extincteruption.dds
extinctvolcano.dds
neweruption.dds

I tested it and it looks fine after deleting the corresponding folder, but let me know if there's something not working. I'll merge Hydro next.
 
Really cool that you do it, it will make finding things much easier :goodjob:
The worst was always text files for me, do you have any plans for them as well?

I don't know, you tell me :D

What I can do once most modules are merged, if you're OK with it, is to do a big cleanup of the core files, such as:
- Spotting/merging leftover duplicate entries
- Reordering the entries (for example all buildings in alphabetical or chronological order) and/or splitting the files (for example separating wonders/national wonders/buildings, or all the pedia text entries together, etc.)
- Putting all the tags in the same order (should probably already be the case, but there may be some exceptions, especially with merged stuff)
- Adding a comment tag before each entry with useful info (such as the in-game name of the unit/building, which is sometimes misleadingly different from the TYPE)
- Removing useless tags (those that are empty, filled with their default value or never filled anywhere for example)
- ...

The result would be kind of similar to the bonusinfo files already done and it shouldn't be too hard to do with most *info.xml files. On the long run I hope it will allow tweaking the mod more easily, for example if you want to review every building providing food for balance.

Regarding gametext files, I assume it'd easy to merge them, but the "next step" as described above might be a bit more tricky as the merged file will be huge and their structure is a bit different (because of the translation/plural/gender, you have sometimes entries like <English>foo</English> and sometimes like <English><text>foo</text><plural>foos</plural></English>).
 
A few .dds from ori are actually not used (for some reason the art tag was commented) and are thus not included in the .zip; here's the list just in case:
activeeruption.dds
dormanteruption.dds
dormantvolcano.dds
extincteruption.dds
extinctvolcano.dds
neweruption.dds

There was a bug that was causing the message with image to be displayed 50 times so I turned that bit off. We have found the cause and fixed it so I probably should put those images back in.
 
I don't know, you tell me :D

What I can do once most modules are merged, if you're OK with it, is to do a big cleanup of the core files, such as:
- Spotting/merging leftover duplicate entries
- Reordering the entries (for example all buildings in alphabetical or chronological order) and/or splitting the files (for example separating wonders/national wonders/buildings, or all the pedia text entries together, etc.)
- Putting all the tags in the same order (should probably already be the case, but there may be some exceptions, especially with merged stuff)
- Adding a comment tag before each entry with useful info (such as the in-game name of the unit/building, which is sometimes misleadingly different from the TYPE)
- Removing useless tags (those that are empty, filled with their default value or never filled anywhere for example)
- ...

All of these is more then welcome. For now im working on adding missing pedia texts to units entrys and if you start sorting texts by units/buildings/techs/traits each group in separate files etc will be great. For me best way is to sort all of them alphabetically. IMO EntryName-Strategy-Background in one text file.
 
- Adding a comment tag before each entry with useful info (such as the in-game name of the unit/building, which is sometimes misleadingly different from the TYPE)

Thishappens when a better name is thought of. Just the TEXT is changed not the TYPE and CLASS tags. This is because changing the CLASS and TYPE made saves not compatible. This is (mostly) no longer the case but if you change them then players will have to rebuild them as changing the name is the same as removing the old and adding a new.
 
- Removing useless tags (those that are empty, filled with their default value or never filled anywhere for example)

You should only try this if you know the default values for all tags because not everything has e.g. 0 as default. Just removing all the tags with 0 as value leads to lots of strage bugs, sadly there is no documentation
 
@Rwn I have looked at Faustmouse/Capture. The files with the prefix NewCapture can be merged in.

Those with the prefix Capture are different. These are update transactions for the WoC system. They contain just the capture values for the object. Those tags need to be moved out of these files and into the main files for the object referenced. Since all these are new tags they can probably be inserted at the bottom of the object the update transaction is for. Does this make sense?
 
You should only try this if you know the default values for all tags because not everything has e.g. 0 as default. Just removing all the tags with 0 as value leads to lots of strage bugs, sadly there is no documentation

Of course; this is mainly for clarity when the default value is obvious and that there's no consistency among the entries (some have a 0 value, other nothing...). For some tags it might make more sense to actually add the tag with a missing default value just for the sake of clarifying it when reading the .xml.
But we'll have the opportunity to talk about it if I get there ;)
 
@Rwn I have looked at Faustmouse/Capture. The files with the prefix NewCapture can be merged in.

Those with the prefix Capture are different. These are update transactions for the WoC system. They contain just the capture values for the object. Those tags need to be moved out of these files and into the main files for the object referenced. Since all these are new tags they can probably be inserted at the bottom of the object the update transaction is for. Does this make sense?

OK, so I can merge NewCapture without problem, and Capture by making sure they're added at the bottom of the file? At some point it might make sense to actually merge those new tags into the original entry/object?
 
Capture by making sure they're added at the bottom of the file? At some point it might make sense to actually merge those new tags into the original entry/object?

While that will work it will make maintenance a nightmare. The tags in the Capture files need to be moved into the objects they are updating.

For example
Code:
	<CivicInfos>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_ANARCHISM</Type>
			<AndDependencyTypes>
				<DependencyType>CIVICOPTION_GOVERNMENT</DependencyType>
				<DependencyType>CIVIC_ANARCHISM</DependencyType>
			</AndDependencyTypes>
			<iNationalCaptureProbabilityModifier>-20</iNationalCaptureProbabilityModifier>
			<iNationalCaptureResistanceModifier>-30</iNationalCaptureResistanceModifier>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_CHIEFDOM</Type>
			<AndDependencyTypes>
				<DependencyType>CIVICOPTION_GOVERNMENT</DependencyType>
				<DependencyType>CIVIC_CHIEFDOM</DependencyType>
			</AndDependencyTypes>
			<iNationalCaptureProbabilityModifier>-5</iNationalCaptureProbabilityModifier>
			<iNationalCaptureResistanceModifier>-5</iNationalCaptureResistanceModifier>
		</CivicInfo>

The tags iNationalCaptureProbabilityModifier and iNationalCaptureResistanceModifier with their values need to be added to the correct entry in the civics file. The first set need to go in the civic entry for CIVICOPTION_GOVERNMENT, CIVIC_ANARCHISM. The second set into the entry for CIVICOPTION_GOVERNMENT, CIVIC_CHIEFDOM. Ans so on for each civic mentioned. The same is true for the others.

edit miss read your comment. I am saying go the whole way now with the entries in the Capture prefix files.
 
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