I read their code in this regard and I don't like it. the code uses 130 kB of code in new files (not counting changes in existing ones) and it needs to be modified to fit our needs (there is no professions etc). The code isn't easy to read and I ditched it half way though. Still it is their concept idea, which gave me an idea on how to do this.I don't know if it would help, but the caveman 2 cosmos team fixed the XML.save system, whether it would work for col I don't know, but you could.ask around their forum
I can't remember having made changes to that. If I touched that part, then it is likely converting from a vanilla array to a just in time array. It sounds like vanilla code to completely ignore promotions when working inside a city. After all no vanilla promotions would affect in city citizens anyway.
// CombatGearTypes - start - Nightinggale
PromotionArray<int> aiPromotionChange;
if (getProfession() != NO_PROFESSION)
{
CvProfessionInfo& kProfession = GC.getProfessionInfo(getProfession());
if (kProfession.hasCombatGearTypes())
{
for (int iPromotion = 0; iPromotion < GC.getNumPromotionInfos(); ++iPromotion)
{
if (isHasPromotion((PromotionTypes) iPromotion))
{
aiPromotionChange.set(-1, iPromotion);
}
}
}
}
// CombatGearTypes - end - Nightinggale
Ahh that. It's something something different though. The vanilla code checks if the unit can have the promotion in question. My change is that it is valid if it fits at least one combat gear type. Say we have a promotion for range attack units and one for mounted troops. With vanilla code it would only use one of those. I changed it into giving range attack and mounted gear types and the unit can have both promotions. I didn't really look at promotions there, just added the code to check all the unit's combat gear types.The code in question is this, it has your name on it
A slave warrior is a slave with special warrior training, kind of like how veteran soldiers is a free colonist with special training. Think of it as a kind of veteran soldier, which you can give soldier profession, but you can also give it other professions. At least that is how I understand it.It seems a bit strange though to have 'Slave Warrior' as a default unit..
Would it not be better to make it just a slave, who can be 'professioned' as a slave warrior?
woh nice
did you import those to Col using Blender? I have always had trouble getting that to work correctly.
How does the promotion to the higher-tier unitclasses in the chain work? I would think the Eunuchs chain would be mostly non-military while others wouldn't so they'd need to be able to gradually promote in a variety of ways.
<iCasteAttribute>2</iCasteAttribute>
<bPreventFounding>1</bPreventFounding>
<bPreventTraveling>0</bPreventTraveling>
<EducationUnitClass>UNITCLASS_SQUIRE</EducationUnitClass>
<RehibilitateUnitClass>NONE</RehibilitateUnitClass>
<LaborForceUnitClass>UNITCLASS_SQUIRE</LaborForceUnitClass>
<KnightDubbingWeight>1000</KnightDubbingWeight>
<iCasteAttribute>3</iCasteAttribute>
<bPreventFounding>0</bPreventFounding>
<bPreventTraveling>0</bPreventTraveling>
<EducationUnitClass>UNITCLASS_NOBLEMAN</EducationUnitClass>
I'd like to add elite citizen types to 2071, but I guess it just doesn't fit to generate them from a Luxury Food yield especially if there are different classes of elite units (I think Alien ideas about what's a delicacy or not can be pretty distinct ) Still, maybe the base system could be useful or enable an Insectoid race with Worker and Ruler castes .
Ah I get it with the slave now.. yeah that would be fun.
You can set luxury growth yield in the yield header. However it is hardcoded to this one for all civs and civics. Ideally I would like to make one growth code and then at runtime it executes for each yield type, which can provide units. That way different civs can use different yields (food/alien food) and change these with civics.the other thing is you could just use the yield_grain code and just rename the description to something more fitting... I don't know what elite yield type would be more fitting... citizenship papers? pff I don't know
Another major setback in this is the fact that I'm not working on it.
It means I haven't looked at the code at all to figure out how to do this task. I'm working on the language feature where you don't have to add all languages to all strings. It turned out that C2C uses apache for it and to avoid introducing a 3rd party library I have rewritten everything. It sort of works now, but it needs cleanup and it is missing certain details like names of languages.Hmm, I can't figure out if you were trying to be funny or serious. Was you saying that you would never work on this? Or are you saying that it want be done because you're not working on it right now?
Hmmm.... I didn't get an email about it. orlanth failed to push meaning github might have issues at the moment.I made a push to Civic_Screen.
This will work for now, but we need to do something about graphics distribution before we have to add 10 files from 7 different threads to get everything working.You can find the new units in my onedrive drop box link below.
It means I haven't looked at the code at all to figure out how to do this task. I'm working on the language feature where you don't have to add all languages to all strings. It turned out that C2C uses apache for it and to avoid introducing a 3rd party library I have rewritten everything. It sort of works now, but it needs cleanup and it is missing certain details like names of languages.
I discovered that we have TXT_KEY multiple times and that it is often, but not always blank. What is the point in that one
Hmmm.... I didn't get an email about it. orlanth failed to push meaning github might have issues at the moment.
This will work for now, but we need to do something about graphics distribution before we have to add 10 files from 7 different threads to get everything working.
The need for a language template will likely go away when we don't have to fill out all languages. In the near future it should be allowed to writeHmm, I use the TXT_KEY in my text file as an initial copy and paste. So like when I want to add new text I copy TXT_KEY and then just modify it. Is there a better way? I see I have done this in 3 different files, should I name then all different? The Janimals files do the same thing looks like, he must have had the same idea I did
<TEXT>
<Tag>TXT_KEY_CIVICOPTION_INVENTIONS</Tag>
<English>Medieval Research</English>
</TEXT>
Not apart from dropbox. It isn't an urgent problem. It's just something we need to sort out before doing multiple major graphical changes.Ok, have we come up with an alternate solution yet, other than the sourceforge suggestions?
To be honest the graphics system isn't an issue at all..
You simply have to designate a 'head of graphics' and all graphics work goes to them which is then integrated into a central collection, I vote Kail and his dropbox.
Since currently he is the only one doing graphics work, it is doubly not an issue right now, and any new artists that join can just be briefed by Kail on how it works. To save even more time, Kail can just start a thread on 'The Graphics System' of where he wants graphical stuff and graphics links sent to. Then merge and release it to everyone when a sufficient amount of graphics have been updated to make it worth a release. For test versions, you don't even really need the new graphics, just test the mechanic and when we are happy it is not exploding realease the next public version with the new graphics and everybody updates.
The XML generator has some functions to automatically make TXT_KEY and PEDIA entries for each of the XML content items, I should be able to update these if the format changes. It can also include a few relevant hyperlinks in the Pedia TXT_KEYs which is nice since those are painful to generate by hand while having all the links match up.Originally Posted by Kailric View Post
Hmm, I use the TXT_KEY in my text file as an initial copy and paste. So like when I want to add new text I copy TXT_KEY and then just modify it. Is there a better way? I see I have done this in 3 different files, should I name then all different? The Janimals files do the same thing looks like, he must have had the same idea I did
The need for a language template will likely go away when we don't have to fill out all languages. In the near future it should be allowed to write
Code:
<TEXT>
<Tag>TXT_KEY_CIVICOPTION_INVENTIONS</Tag>
<English>Medieval Research</English>
</TEXT>
cool I did manage to get a few custom units into 2071 using other tutorials, but there still seems to be a lot of cases where nifty unit nifs from Dunewars etc suddenly cause CTD when viewing them, where I wasn't able to find out whyYeah, I plan to create a post where I explain how I add custom units to Col and also some of my tips and tricks for making units/buttons/etc. So, I can post instructions there.