copx -> that's weird. I'll try...
I think I found it. Seems like the files in the Dll Source folder weren't all updated... So CvUnit.cpp, CyInfoInterface1.cpp and one another got replaced by earlier versions. I'll create a patch E and upload it. You won't need patch D to use it, just patch C.
Yeah, damn... And you see these four posts in a row? That's IRC growing in me.this is forum, not IRC -- use quote instead
Yes. But I think patch C simply included all Orbis files. Perhaps I could extract patch C somewhere, then put my files on it and pack it all in a new patch that would just need Orbis 0.24?oh, nice
btw, that issue with installing patch C and E is because you don't have track of all changed files since 0.24, right ?
Yeah, damn... And you see these four posts in a row? That's IRC growing in me.
Yes. But I think patch C simply included all Orbis files. Perhaps I could extract patch C somewhere, then put my files on it and pack it all in a new patch that would just need Orbis 0.24?
Elohim units with civ specific art aren't visible ...
(( i see Settler and Warrior which have generic art, but i don't see Scout which has special Elohim art))
Just tested , it's starting, also copx's animal lair removing for elves/balance patch works fine also. (Hint: I'd love to see that in regular Orbis)
Orbis 24E said:<UnitArtInfo>
<Type>ART_DEF_UNIT_SCOUT_ELOHIM</Type>
<Button>Art/Interface/Buttons/Units/Scout Elohim.dds</Button>
<fScale>0,44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Elohim/Scout/Scout.nif</NIF>
<KFM>Art/Units/Scout/Scout blood.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0,35</fBattleDistance>
<fRangedDeathTime>0,31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Fixed version said:<UnitArtInfo>
<Type>ART_DEF_UNIT_SCOUT_ELOHIM</Type>
<Button>Art/Interface/Buttons/Units/Scout Elohim.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Elohim/Scout/Scout.nif</NIF>
<KFM>Art/Units/Scout/Scout blood.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SWORDSMAN_ELOHIM</Type>
<Button>Art/Interface/Buttons/Units/Swordsman.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/civs/Elohim/byzantine swordsman/lightswordsman.nif</NIF>
<KFM>Art/Units/Swordsman/Swordsman blood.kfm</KFM>
<SHADERNIF>Art/Units/civs/Elohim/byzantine swordsman/lightswordsman.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
But doesn't your patch require LeadersEnhanced?
As for the swordsman, it's an old defines by Ahwaric. We won't use it anymore;
Yes, they should. I don't know why Ahwaric kept them. I will discuss this with him as he will surely know which one aren't used from which one are used... Well, if he doesn't show up, I'll eventually figure that by myself. So it'll be done but not for patch F.I would suggest that you remove unused entries. Avoids confusion and should reduce load times. Maybe it will also reduce memory consumption (implementation dependent).