Need help loading a new mod

Eleos

Chieftain
Joined
Nov 25, 2007
Messages
18
Greetings,

Using the American Civ as a template, I created an Atlantis mod that starts with a Giant Death Robot. Unfortunately, I cannot get it to load. I have posted the mod here:

http://steamcommunity.com/sharedfiles/filedetails/?id=493085781

I have read through Kael's manual and the forums here, but I am at a loss. I would appreciate any assistance. Perhaps a fresh and more experienced set of eyes can identify the problem.

Thanks in advance,

~Eleos
 
  1. None of your xml files should be set as Import Into VFS = true in Modbuddy
  2. In any game table where there is a column called <Type> the designation for <Type>SOMETHING_OR_OTHER</Type> occuring within an indivdual <Row> must be unique within that table to all other occurances of <Type>.
    • You have repeat usages all over your mod, which causes the game to throw away and not use the entire file where these repeats occur.
    • The game's base XML code, all the XML code from all expansions, DLC, and any mod that loads into the game before yours does all count against this "uniqueness" rule.
  3. Similar to #2, you can not have a repeat occurance of:
    Code:
    <Row Tag="TXT_KEY_SOMETHING_OR_OTHER" >
    	<Text>Some Text</Text>
    </Row>
    within the <Language_en_US> or any of the other language localization tables.
    • The game does not care what is within the <Text> -- </Text> designation so far as repeat usages is concerned, it just will not accept any repeat of
      Code:
      <Row Tag="TXT_KEY_SOMETHING_OR_OTHER" >
    • Repeats of this sort also cause the game to throw away the entire file where the repeats are found
  4. You cannot repeat column names within the same <Row>:
    Spoiler :
    Plus you have a bunch of empty and non-functional <Row> -- </Row> pairs.
    Code:
    <GameData>
    	<IconTextureAtlases>
    		[color="red"]<Row>
    		</Row>
    		<Row>
    		</Row>[/color]
    		<Row>
    			<Atlas>CIV_COLOR_ATLAS_LEGENDS</Atlas>
    			<IconSize>256</IconSize>
    			<Filename>CivSymbolsColorLegends256.dds</Filename>
    			<IconsPerRow>8</IconsPerRow>
    			<IconsPerColumn>8</IconsPerColumn>
    			[color="red"]<Atlas>CIV_COLOR_ATLAS_LEGENDS</Atlas>
    			<IconSize>128</IconSize>
    			<Filename>CivSymbolsColorLegends128.dds</Filename>
    			<IconsPerRow>8</IconsPerRow>
    			<IconsPerColumn>8</IconsPerColumn>
    			<Atlas>CIV_COLOR_ATLAS_LEGENDS</Atlas>
    			<IconSize>80</IconSize>
    			<Filename>CivSymbolsColorLegends80.dds</Filename>
    			<IconsPerRow>8</IconsPerRow>
    			<IconsPerColumn>8</IconsPerColumn>[/color]
    		</Row>
    		<Row>
    			<Atlas>CIV_COLOR_ATLAS_LEGENDS</Atlas>
    			<IconSize>64</IconSize>
    			<Filename>CivSymbolsColorLegends64.dds</Filename>
    			<IconsPerRow>8</IconsPerRow>
    			<IconsPerColumn>8</IconsPerColumn>
    			[color="red"]<Atlas>CIV_COLOR_ATLAS_LEGENDS</Atlas>
    			<IconSize>45</IconSize>
    			<Filename>CivSymbolsColorLegends45.dds</Filename>
    			<IconsPerRow>8</IconsPerRow>
    			<IconsPerColumn>8</IconsPerColumn>
    			<Atlas>CIV_COLOR_ATLAS_LEGENDS</Atlas>
    			<IconSize>32</IconSize>
    			<Filename>CivSymbolsColorLegends32.dds</Filename>
    			<IconsPerRow>8</IconsPerRow>
    			<IconsPerColumn>8</IconsPerColumn>[/color]
    		</Row>
    		[color="red"]<Row>
    		</Row>
    		<Row>
    		</Row>
    		<Row>
    		</Row>[/color]
    	</IconTextureAtlases>
    
    </GameData>
  5. Designations that are referencing other data within the code should be presented exactly as they were defined:
    Code:
      <Civilization_UnitClassOverrides>
        <Row>
          <CivilizationType>CIVILIZATION_ATLANTIS</CivilizationType>
          <UnitClassType>UNITCLASS_BOMBER</UnitClassType>
          <UnitType>UNIT_Atlantian_B17</UnitType>
        </Row>
        <Row>
          <CivilizationType>CIVILIZATION_ATLANTIS</CivilizationType>
          <UnitClassType>UNITCLASS_MUSKETMAN</UnitClassType>
          <UnitType>UNIT_Atlantian_MINUTEMAN</UnitType>
        </Row>
      </Civilization_UnitClassOverrides>
    Does not match to:
    Code:
      <Units>
        <Row>
          <Type>UNIT_ATLANTIAN_B17</Type>
    
    .............
    
      <Units>
        <Row>
          <Type>UNIT_ATLANTIAN_MINUTEMAN</Type>
    Trying to guess for a particular portion of XML usage whether or not the game requires uppercase/lowercase exact-matching is an exercise prone to lead to aggravation -- don't try to outguess the game as to whether you need to capitalize, always use as previously defined, either by you or within the game's base code.
 
#1 and #5 sound easy to fix, but I am at a loss for #2, #3, and #4. All I did was take the XML for America and modify it, so I am not sure what I need to do in order to fix the
repetition. Is it too similar to the XML for America, could that be the problem?

Is it possible that I am overthinking this and there a better way to tackle the problem? I am not trying to accomplish much other than start the game with a Giant Death Robot. Do you have any suggestions as to how I can achieve this? Is there, perhaps, a block of code that can be applied to the existing BNW build I have that will just start me with a GDR, rather than creating a new Atlantis Civ?

Thank you for your help, it is greatly appreciated!

~Eleos
 
Is it too similar to the XML for America, could that be the problem?
Not too similar. What you have for designations of <Type> and for <Row Tag="TXT_KEY_SOMETHING" > is exactly the same as what is used for Civilization America:
Code:
<GameData>
  <Traits>
    <Row>
      <Type>TRAIT_RIVER_EXPANSION</Type>
      <Description>TXT_KEY_TRAIT_RIVER_EXPANSION</Description>
      <ShortDescription>TXT_KEY_TRAIT_RIVER_EXPANSION_SHORT</ShortDescription>
Code:
  <Trait_FreePromotionUnitCombats>
    <Row>
      <TraitType>TRAIT_RIVER_EXPANSION</TraitType>
      <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
      <PromotionType>PROMOTION_SENTRY</PromotionType>
    </Row>
    <Row>
      <TraitType>TRAIT_RIVER_EXPANSION</TraitType>
      <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
      <PromotionType>PROMOTION_SENTRY</PromotionType>
    </Row>

....etc
Code:
  <Language_en_US>
    <Row Tag="TXT_KEY_TRAIT_RIVER_EXPANSION">
      <Text>All land military units have +1 sight. 50% discount when purchasing tiles.</Text>
    </Row>
    <Row Tag="TXT_KEY_TRAIT_RIVER_EXPANSION_SHORT">
      <Text>Manifest Destiny</Text>
    </Row>
  </Language_en_US>
 
Also, if all you want is to give yourself a GDR at the start of the game, just subscribe to the In-Game Editor mod and use it to give yourself a GDR.
*blink* Well, that sure sounds easier. I will try that if I cannot get the mod working.

Thanks again,

~Eleos
 
Back
Top Bottom