problem with roads a bridges - help

hrochland

Prince
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Apr 9, 2006
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Hi all... I have in mod 4 roads...
system is confused when assigning bridges .. Does anyone know where I can set what type of bridge for what type of road the game has to assign ?
thanks
Hrochland

EDIT: four roads and two bridges. for example for dust roads have game now railroad bridge :( I don´t know why :(
 
Bridge graphics are set in XML\Art\ArtDefines_Misc, but no idea how you would add bridges for other roades :dunno:.

Yes. Here is defined BRIDGE_ROAD and BRIDGE_RAILROAD

when I have more reads game assign first or second bridge but where is possibility add 3rd... Maybe somewhere in python? in misc I tried add and nothink :(
 
I have similar problem, i have four roads in CIV4RouteInfos:
1)ROUTE_ROAD;
2)ROUTE_RAILROAD;
3)ROUTE_ROMAN_ROAD;
4)ROUTE_RAILROAD_ELECTRIC;
for ROUTE_ROAD, ROUTE_ROMAN_ROAD, ROUTE_RAILROAD_ELECTRIC are BRIDGE_ROAD
for ROUTE_RAILROAD is BRIDGE_RAILROAD. If you rotate in CIV4RouteInfos for example:
1)ROUTE_RAILROAD;
2)ROUTE_ROAD;
3)ROUTE_ROMAN_ROAD;
4)ROUTE_RAILROAD_ELECTRIC;
for ROUTE_RAILROAD, ROUTE_ROMAN_ROAD, ROUTE_RAILROAD_ELECTRIC will be BRIDGE_ROAD, but for ROUTE_ROAD will be BRIDGE_RAILROAD. Why? i don't know. I tried to put a new art of bridge, but failed.
 
The bridge related code is hardcoded into the Civ4BeyondSword file. Apparently, from the described behavior, it uses the railroad bridge for the second defined route and the road bridge for every other route.

The strings "ROUTE_BRIDGE" and "RAILROAD_BRIDGE" appear in the .exe file (and "ROUTE_DOCK" too, for that matter). The .exe also mentions "CvBridge" which, based on their usage, is likely to be the class used for the bridge data. The DLL has no such class defined.
 
The bridge related code is hardcoded into the Civ4BeyondSword file. Apparently, from the described behavior, it uses the railroad bridge for the second defined route and the road bridge for every other route.

The strings "ROUTE_BRIDGE" and "RAILROAD_BRIDGE" appear in the .exe file (and "ROUTE_DOCK" too, for that matter). The .exe also mentions "CvBridge" which, based on their usage, is likely to be the class used for the bridge data. The DLL has no such class defined.

This means that route_road only will have ROUTE_BRIDGE .

The second, third and fourth will have RAILROAD_BRIDGE .

The solution would therefore be a model for the bridge RAILROAD_BRIDGE with neutral respect ( look neutral )

Sorry for my English
 
that can't be right God-Emperor, as in my mod I have a path and a road. both use the same stone bridge...
 
This means that route_road only will have ROUTE_BRIDGE .

The second, third and fourth will have RAILROAD_BRIDGE .

Assuming Zlatko is correct, which I was...

That is not what I said. The first will have ROUTE_BRIDGE, the second will have RAILROAD_BRIDGE, and the third and forth will have ROUTE_BRIDGE.

that can't be right God-Emperor, as in my mod I have a path and a road. both use the same stone bridge...

What order are they in the file?

It might not be the actual order in the file, there are other possibilities - particularly since Zlatko didn't show the entire routeinfo file and used exactly 4 routes in both cases. It is possible, for example, that the iValue number is used for this. The iValue is used to prioritize the routes, with higher iValue routes replacing lower iValue routes including the bits of route that are on the city plots.

Whatever method it is using, it is not random. There is some method of knowing what route type will get what bridge type. It may, or may not, be simply that the second route type gets the second bridge type and all others get the first bridge type.
 
This is my route infos:
Spoiler :

PHP:
<RouteInfo>
			<Type>ROUTE_ROAD</Type>
			<Description>TXT_KEY_ROUTE_ROAD</Description>
			<iValue>1</iValue>
			<iAdvancedStartCost>12</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMovement>30</iMovement>
			<iFlatMovement>30</iFlatMovement>
			<BonusType>NONE</BonusType>
			<PrereqOrBonuses/>
			<Yields/>
			<TechMovementChanges>
				<TechMovementChange>
					<PrereqTech>TECH_ENGINEERING</PrereqTech>
					<iMovementChange>-10</iMovementChange>
				</TechMovementChange>
			</TechMovementChanges>
			<Button>Art/Interface/Buttons/Builds/BuildRoad.dds</Button>
		</RouteInfo>
		<RouteInfo>
			<Type>ROUTE_RAILROAD</Type>
			<Description>TXT_KEY_ROUTE_RAILROAD</Description>
			<iValue>2</iValue>
			<iAdvancedStartCost>18</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMovement>20</iMovement>
			<iFlatMovement>6</iFlatMovement>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqOrBonuses>
				<PrereqOrBonus>
					<BonusType>BONUS_COAL</BonusType>
				</PrereqOrBonus>
				<PrereqOrBonus>
					<BonusType>BONUS_OIL</BonusType>
				</PrereqOrBonus>
			</PrereqOrBonuses>
			<Yields/>
				<TechMovementChanges>
				<TechMovementChange>
					<PrereqTech>TECH_TRANSISTORS</PrereqTech>
					<iMovementChange>-16</iMovementChange>
				</TechMovementChange>
			</TechMovementChanges>
			<Button>Art/Interface/Buttons/Builds/BuildRailroad.dds</Button>
		</RouteInfo>
		<RouteInfo>
			<Type>ROUTE_ROMAN_ROAD</Type>
			<Description>Paved Road</Description>
			<iValue>2</iValue>
			<iAdvancedStartCost>15</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMovement>20</iMovement>
			<iFlatMovement>30</iFlatMovement>
			<BonusType/>
			<PrereqOrBonuses>
				<PrereqOrBonus>
					<BonusType>BONUS_MARBLE</BonusType>
				</PrereqOrBonus>
				<PrereqOrBonus>
					<BonusType>BONUS_STONE</BonusType>
				</PrereqOrBonus>
			</PrereqOrBonuses>
			<Yields/>
			<TechMovementChanges>
				<TechMovementChange>
					<PrereqTech>TECH_ENGINEERING</PrereqTech>
					<iMovementChange>-10</iMovementChange>
				</TechMovementChange>
			</TechMovementChanges>
			<Button>Art/Interface/Buttons/Builds/buildpavedroad.dds</Button>
		</RouteInfo>
		<RouteInfo>
			<Type>ROUTE_RAILROAD_ELECTRIC</Type>
			<Description>TXT_KEY_ROUTE_RAILROAD_ELECTRIC</Description>
			<iValue>3</iValue>
			<iAdvancedStartCost>21</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMovement>20</iMovement>
			<iFlatMovement>3</iFlatMovement>
			<BonusType>BONUS_IRON</BonusType>
			<PrereqOrBonuses>
				<PrereqOrBonus>
					<BonusType>BONUS_OIL</BonusType>
				</PrereqOrBonus>
				<PrereqOrBonus>
					<BonusType>BONUS_URANIUM</BonusType>
				</PrereqOrBonus>
			</PrereqOrBonuses>
			<Yields/>
			<TechMovementChanges/>
			<Button>Art/Interface/Buttons/Builds/BuildElectricRailroad.dds</Button>
		</RouteInfo>
 
Hi all, was a solution out to get the bridge typs adressed for specific road somewere in XML or Python ?!?

:cheers:
 
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