Promotions DLL

Thank you for the report Duque, I'll look into it. I'm not sure what you mean by dividing the withdrawal ability, withdrawal is handled earlier, respawn/survivor should only be firing if the unit that has it, is dead (or rather, would be without it). As for accessing the survivor unit's plot, I'm curious as to what is causing that, seems like a bit of a defensive side-effect for the survivor unit, and you're saying that not even the player whose unit it is can access the plot? That seems weird, I'll see what I can do.
 
Sorry TheLadies. I've just understood now that it was your intention to make the survivor promotion works also when a unit is attacking. I called the attention for this detail because originally it worked only when a unit was defending. I see no problem in this changing, actually makes the promotion more complete. The issue with the plot accessibility is the priority then.
 
No need to apologize, you're helping me find bugs, which makes me look at the code again and see if I can figure out what is wrong (and if I can't what I have to post in the SDK forum). Your help is appreciated, because you probably play differently than I do and so you'll see situations that I might otherwise miss.
 
I really enjoy playing with these but i have a few suggestions after using them.

1) Remove all negatives on promotions. I think promotions should be making the unit better and not worse. Plus it keeps simplicity.

2) Lots of your air promotions overlap with abilities. Its very confusing which path to take.

3) Following that suggestion, I think only the II and III promotions (mainly III) should be the only ones with more than one ability to the promotion. Again to save confusion and keep it simple.


Also the Range I and II promotions are not using your new dds buttons in your art file, they are using the old ones from bts (the dds file with satellite and stars).
 
This is great and im using it to play. From a playing point of view, I have a some suggestions to improve upon.

Thank you for the feedback

I think you have overcomplicated some promotions and it gives me a headache looking at them deciding which ones to take. It is suppose to be a promotion to give my unit a better ability, but some of yours have negative effects. I really dont like that and i dont think it adds any balance from what ive seen and played. The original promotions are all simple and change 1-2 things about the unit, its far better. So i would suggest to cancel off all negative effects on the air promotions. Also the minguns on planes are normally combined with missiles on attacking, so it really shouldnt have a negative effect against armored units.

I tweaked Gedemon's promotions slightly, they are mostly the same as they were, I was thinking of reworking them (though had decided against it for sake of my laziness) though I do agree after having tested things that I should take a closer look at them.

Also, the range I and II are not using the new .dds files that are located in art file. They are using the older ones from civ4.

I noticed that as well, it will be fixed in the next version.
 
Thank you for the feedback



I tweaked Gedemon's promotions slightly, they are mostly the same as they were, I was thinking of reworking them (though had decided against it for sake of my laziness) though I do agree after having tested things that I should take a closer look at them.



I noticed that as well, it will be fixed in the next version.

Was in middle editing that previous post ;)

I think the fighter promotions really need some heavy work to make them simpler, less of them and more specific promotion routes.

With the new abilities you have added. I think it would be really cool to have a new I, II and III promotion for Aircraft bombers. Which would be like the new ones for artillery that you have made and perhaps call it something like Carpet Bombing I, II and III.

It really annoys me when AI keep units in forts along my boarders. Maybe a new promotion called Bunker Buster bombs would sort them out :) +200% vs units in forts, if thats possible. Or an upgrade called Laser Precision bombing, +200% vs fortified units.
 
Was in middle editing that previous post ;)

I think the fighter promotions really need some heavy work to make them simpler, less of them and more specific promotion routes.

I was thinking about reworking the UnitCombats (by basically laying them out the way I've seen a few other mods do it) to compensate for the larger amount of promotions for planes, though if I'm going to do this, it would only work if I added some of the many planes that are on the DB here.

With the new abilities you have added. I think it would be really cool to have a new I, II and III promotion for Aircraft bombers. Which would be like the new ones for artillery that you have made and perhaps call it something like Carpet Bombing I, II and III.

I also had this thought and this is already done, I just need to make buttons for them :D

It really annoys me when AI keep units in forts along my boarders. Maybe a new promotion called Bunker Buster bombs would sort them out :) +200% vs units in forts, if thats possible. Or an upgrade called Laser Precision bombing, +200% vs fortified units.

I could do something along those lines, I doubt it would be that hard. I could make it essentially a clone of <bIgnoreBuildingDefenses> but just throw the word "Air" between Building and Defenses
 
Cannot compile a dll:

1>CyGameCoreUtils.cpp(210) : error C3861: 'isCivicRequiredForPromotion': identifier not found, even with argument-dependent lookup


there is no CvGameCoreUtils.h in your source files package. missing right?
 
I will be hopefully updating in a few days (ideally tomorrow, though I need to do some testing and I'm unsure if I'll be able to tonight), anyway, I thought I zipped the folder without those references, they were for my own purposes (I was trying to get a CivicPrereq to work without doing a direct import), you can just delete that.

EDIT: Cybah, you still willing to do the German translation?
 
Do you mean I can delete this in CyGameCoreUtils.cpp?

Code:
/*****************************************************************************************************/
/**  Author: TheLadiesOgre                                                                          **/
/**  Date: 30.09.2009                                                                               **/
/**  ModComp: TLOTags                                                                               **/
/**  Reason Added: To Enable CivicPrereqs for Promotions                                            **/
/**  Notes:                                                                                         **/
/*****************************************************************************************************/
bool cyIsCivicRequiredForPromotion(int /*CivicTypes*/ eCivic, int /*PromotionTypes*/ ePromotion)
{
	return isCivicRequiredForPromotion((CivicTypes)eCivic, (PromotionTypes)ePromotion);
}

/*****************************************************************************************************/
/**  TheLadiesOgre; 30.09.2009; TLOTags                                                             **/
/*****************************************************************************************************/



EDIT: Cybah, you still willing to do the German translation?
sure, will do it.
 
hm what does this mean?

1>CyGameCoreUtilsInterface.obj : error LNK2019: unresolved external symbol "bool __cdecl cyIsCivicRequiredForPromotion(int,int)" (?cyIsCivicRequiredForPromotion@@YA_NHH@Z) referenced in function "void __cdecl CyGameCoreUtilsPythonInterface(void)" (?CyGameCoreUtilsPythonInterface@@YAXXZ)
1>Final_Release\CvGameCoreDLL.dll : fatal error LNK1120: 1 unresolved externals



still cannot compile :(

the whole text:

1>_precompile.cpp
1> "C:\Programme\Microsoft Visual C++ Toolkit 2003/bin/link.exe" /dll /nologo /LIBPATH:Python24/libs /LIBPATH:boost-1.32.0/libs/ /LIBPATH:"C:\Programme\Microsoft Visual C++ Toolkit 2003/lib" /LIBPATH:"C:\Programme\Microsoft Platform SDK/Lib" /out:Final_Release\CvGameCoreDLL.dll boost_python-vc71-mt-1_32.lib winmm.lib user32.lib Final_Release\CvArea.obj Final_Release\CvArtFileMgr.obj Final_Release\CvCity.obj Final_Release\CvCityAI.obj Final_Release\CvDeal.obj Final_Release\CvDiploParameters.obj Final_Release\CvDLLButtonPopup.obj Final_Release\CvDLLEntity.obj Final_Release\CvDLLPython.obj Final_Release\CvDLLPythonEvents.obj Final_Release\CvDLLTranslator.obj Final_Release\CvDLLWidgetData.obj Final_Release\CvEventReporter.obj Final_Release\CvFractal.obj Final_Release\CvGame.obj Final_Release\CvGameAI.obj Final_Release\CvGameCoreDLL.obj Final_Release\CvGameCoreUtils.obj Final_Release\CvGameInterface.obj Final_Release\CvGameTextMgr.obj Final_Release\CvGlobals.obj Final_Release\CvHallOfFameInfo.obj Final_Release\CvInfoWater.obj Final_Release\CvInfos.obj Final_Release\CvInitCore.obj Final_Release\CvMap.obj Final_Release\CvMapGenerator.obj Final_Release\CvMessageControl.obj Final_Release\CvMessageData.obj Final_Release\CvPlayer.obj Final_Release\CvPlayerAI.obj Final_Release\CvPlot.obj Final_Release\CvPlotGroup.obj Final_Release\CvPopupInfo.obj Final_Release\CvPopupReturn.obj Final_Release\CvRandom.obj Final_Release\CvReplayInfo.obj Final_Release\CvReplayMessage.obj Final_Release\CvSelectionGroup.obj Final_Release\CvSelectionGroupAI.obj Final_Release\CvStatistics.obj Final_Release\CvStructs.obj Final_Release\CvTalkingHeadMessage.obj Final_Release\CvTeam.obj Final_Release\CvTeamAI.obj Final_Release\CvUnit.obj Final_Release\CvUnitAI.obj Final_Release\CvXMLLoadUtility.obj Final_Release\CvXMLLoadUtilityGet.obj Final_Release\CvXMLLoadUtilityInit.obj Final_Release\CvXMLLoadUtilitySet.obj Final_Release\CyArea.obj Final_Release\CyAreaInterface.obj Final_Release\CyArgsList.obj Final_Release\CyArtFileMgr.obj Final_Release\CyArtFileMgrInterface.obj Final_Release\CyCity.obj Final_Release\CyCityInterface1.obj Final_Release\CyDeal.obj Final_Release\CyEnumsInterface.obj Final_Release\CyGame.obj Final_Release\CyGameCoreUtils.obj Final_Release\CyGameCoreUtilsInterface.obj Final_Release\CyGameInterface.obj Final_Release\CyGameTextMgr.obj Final_Release\CyGameTextMgrInterface.obj Final_Release\CyGlobalContext.obj Final_Release\CyGlobalContextInterface1.obj Final_Release\CyGlobalContextInterface2.obj Final_Release\CyGlobalContextInterface3.obj Final_Release\CyGlobalContextInterface4.obj Final_Release\CyHallOfFameInfo.obj Final_Release\CyHallOfFameInterface.obj Final_Release\CyInfoInterface1.obj Final_Release\CyInfoInterface2.obj Final_Release\CyInfoInterface3.obj Final_Release\CyMap.obj Final_Release\CyMapGenerator.obj Final_Release\CyMapGeneratorInterface.obj Final_Release\CyMapInterface.obj Final_Release\CyMessageControl.obj Final_Release\CyMessageControlInterface.obj Final_Release\CyPlayer.obj Final_Release\CyPlayerInterface1.obj Final_Release\CyPlayerInterface2.obj Final_Release\CyPlot.obj Final_Release\CyPlotInterface1.obj Final_Release\CyRandomInterface.obj Final_Release\CyReplayInfo.obj Final_Release\CySelectionGroup.obj Final_Release\CySelectionGroupInterface.obj Final_Release\CyStructsInterface1.obj Final_Release\CyTeam.obj Final_Release\CyTeamInterface.obj Final_Release\CyUnit.obj Final_Release\CyUnitInterface1.obj Final_Release\FAssert.obj Final_Release\FDialogTemplate.obj Final_Release\_precompile.obj /debug /INCREMENTAL:NO /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF
1> Creating library Final_Release\CvGameCoreDLL.lib and object Final_Release\CvGameCoreDLL.exp
1>CyGameCoreUtilsInterface.obj : error LNK2019: unresolved external symbol "bool __cdecl cyIsCivicRequiredForPromotion(int,int)" (?cyIsCivicRequiredForPromotion@@YA_NHH@Z) referenced in function "void __cdecl CyGameCoreUtilsPythonInterface(void)" (?CyGameCoreUtilsPythonInterface@@YAXXZ)
1>Final_Release\CvGameCoreDLL.dll : fatal error LNK1120: 1 unresolved externals
1>NMAKE : fatal error U1077: '"C:\Programme\Microsoft Visual C++ Toolkit 2003/bin/link.exe"' : return code '0x460'
1>Stop.
1>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"
1>Build log was saved at "file://e:\--- BASE GAMECORE ---\Für 3.19\------ AKTUELL --------\CvGameCoreDLL\Final_Release\BuildLog.htm"
1>CvGameCoreDLL - 4 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========




edit: okay deleted everything with CivicRequiredForPromotion... trying to compile.
 
final release worked.

but debug cannot be compiled:

1>CvUnit.cpp
1>CvUnit.cpp(10790) : error C2296: '>=' : illegal, left operand has type 'int (__thiscall CvUnit::* )(void) const'
1>CvUnit.cpp(10790) : error C2297: '>=' : illegal, right operand has type 'int (__thiscall CvUnit::* )(void) const'
1>CvUnit.cpp(10807) : error C2296: '>=' : illegal, left operand has type 'int (__thiscall CvUnit::* )(void) const'
1>CvUnit.cpp(10807) : error C2297: '>=' : illegal, right operand has type 'int (__thiscall CvUnit::* )(void) const'
1>NMAKE : fatal error U1077: '"C:\Programme\Microsoft Visual C++ Toolkit 2003/bin/cl.exe"' : return code '0x2'
1>Stop.



edit... hah! I knew I know this error: () missing. ;)
 
Where is that specifically? I've added a large amount of code to CvUnit.cpp and line 10790 takes me to vanilla code

Edit: nevermind, I missed the edit
 
German Translation:

Spoiler :

Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Modified by TheLadiesOgre -->
<!-- Game Text -->
<!-- -->
<Civ4GameText xmlns="http://www.firaxis.com">
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_EXTRA_STRENGTH_TEXT</Tag>
    <English>+%d1[ICON_STRENGTH]</English>
    <French>+%d1[ICON_STRENGTH]</French>
    <German>+%d1[ICON_STRENGTH]</German>
    <Italian>+%d1[ICON_STRENGTH]</Italian>
    <Spanish>+%d1[ICON_STRENGTH]</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_HEROIC_STRENGTH1</Tag>
    <English>Heroic Strength I</English>
    <French>Heroic Strength I</French>
    <German>Heldenhafte Stärke I</German>
    <Italian>Heroic Strength I</Italian>
    <Spanish>Heroic Strength I</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_HEROIC_STRENGTH2</Tag>
    <English>Heroic Strength II</English>
    <French>Heroic Strength II</French>
    <German>Heldenhafte Stärke II</German>
    <Italian>Heroic Strength II</Italian>
    <Spanish>Heroic Strength II</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_HEROIC_STRENGTH3</Tag>
    <English>Heroic Strength III</English>
    <French>Heroic Strength III</French>
    <German>Heldenhafte Stärke III</German>
    <Italian>Heroic Strength III</Italian>
    <Spanish>Heroic Strength III</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_AIRBORNE_COMBAT_TRAINING</Tag>
    <English>Airborne Combat Training</English>
    <French>Airborne Combat Training</French>
    <German>Luftkampftraining</German>
    <Italian>Airborne Combat Training</Italian>
    <Spanish>Airborne Combat Training</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_ADVANCED_AIRBORNE_COMBAT_TRAINING</Tag>
    <English>Advanced Airborne Combat Training</English>
    <French>Advanced Airborne Combat Training</French>
    <German>Fortgeschrittenes Luftkampftraining</German>
    <Italian>Advanced Airborne Combat Training</Italian>
    <Spanish>Advanced Airborne Combat Training</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_AIRBORNE_COMBAT_VETERAN</Tag>
    <English>Airborne Combat Veteran</English>
    <French>Airborne Combat Veteran</French>
    <German>Luftkampf-Veteran</German>
    <Italian>Airborne Combat Veteran</Italian>
    <Spanish>Airborne Combat Veteran</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_AIR_TO_AIR1</Tag>
    <English>Air to Air Missiles I</English>
    <French>Air to Air Missiles I</French>
    <German>Luft-Luft-Raketen I</German>
    <Italian>Air to Air Missiles I</Italian>
    <Spanish>Air to Air Missiles I</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_AIR_TO_AIR2</Tag>
    <English>Air to Air Missiles II</English>
    <French>Air to Air Missiles II</French>
    <German>Luft-Luft-Raketen II</German>
    <Italian>Air to Air Missiles II</Italian>
    <Spanish>Air to Air Missiles II</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_AIR_TO_AIR3</Tag>
    <English>Air to Air Missiles III</English>
    <French>Air to Air Missiles III</French>
    <German>Luft-Luft-Raketen III</German>
    <Italian>Air to Air Missiles III</Italian>
    <Spanish>Air to Air Missiles III</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_CHAFF</Tag>
    <English>Chaff</English>
    <French>Chaff</French>
    <German>Düppel</German>
    <Italian>Chaff</Italian>
    <Spanish>Chaff</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_DILLON_M134_MINIGUN</Tag>
    <English>Dillon Aero M134 Minigun</English>
    <French>Dillon Aero M134 Minigun</French>
    <German>Dillon Aero M134 Minigun</German>
    <Italian>Dillon Aero M134 Minigun</Italian>
    <Spanish>Dillon Aero M134 Minigun</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_ECM</Tag>
    <English>Electronic Counter Measures</English>
    <French>Electronic Counter Measures</French>
    <German>Elektronische Gegenmaßnahmen</German>
    <Italian>Electronic Counter Measures</Italian>
    <Spanish>Electronic Counter Measures</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_IMPROVED_RADAR</Tag>
    <English>Improved Radar</English>
    <French>Improved Radar</French>
    <German>Verbessertes Radar</German>
    <Italian>Improved Radar</Italian>
    <Spanish>Improved Radar</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_MULTIPLE_TARGET1</Tag>
    <English>Multiple Target Acquisition I</English>
    <French>Multiple Target Acquisition I</French>
    <German>Multiple Zielerfassung I</German>
    <Italian>Multiple Target Acquisition I</Italian>
    <Spanish>Multiple Target Acquisition I</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_MULTIPLE_TARGET2</Tag>
    <English>Multiple Target Acquisition II</English>
    <French>Multiple Target Acquisition II</French>
    <German>Multiple Zielerfassung II</German>
    <Italian>Multiple Target Acquisition II</Italian>
    <Spanish>Multiple Target Acquisition II</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_MULTIPLE_TARGET3</Tag>
    <English>Multiple Target Acquisition III</English>
    <French>Multiple Target Acquisition III</French>
    <German>Multiple Zielerfassung III</German>
    <Italian>Multiple Target Acquisition III</Italian>
    <Spanish>Multiple Target Acquisition III</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_RESPAWN1</Tag>
    <English>Respawn I</English>
    <French>Respawn I</French>
    <German>Wiedergeburt I</German>
    <Italian>Respawn I</Italian>
    <Spanish>Respawn I</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_RESPAWN2</Tag>
    <English>Respawn II</English>
    <French>Respawn II</French>
    <German>Wiedergeburt II</German>
    <Italian>Respawn II</Italian>
    <Spanish>Respawn II</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_SURVIVOR1</Tag>
    <English>Survivor I</English>
    <French>Survivor I</French>
    <German>Überlebender I</German>
    <Italian>Survivor I</Italian>
    <Spanish>Survivor I</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_SURVIVOR2</Tag>
    <English>Survivor II</English>
    <French>Survivor II</French>
    <German>Überlebender II</German>
    <Italian>Survivor II</Italian>
    <Spanish>Survivor II</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_SURVIVOR3</Tag>
    <English>Survivor III</English>
    <French>Survivor III</French>
    <German>Überlebender III</German>
    <Italian>Survivor III</Italian>
    <Spanish>Survivor III</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_RANGE3</Tag>
    <English>Range III</English>
    <French>Range III</French>
    <German>Reichweite III</German>
    <Italian>Range III</Italian>
    <Spanish>Range III</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_TORPEDOES</Tag>
    <English>Torpedoes</English>
    <French>Torpedoes</French>
    <German>Torpedos</German>
    <Italian>Torpedoes</Italian>
    <Spanish>Torpedoes</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_EXTRA_DROP_RANGE_TEXT</Tag>
    <English>+%d1 Paradrop Range</English>
    <French>+%d1 Paradrop Range</French>
    <German>+%d1 Reichweite für Fallschirmsprünge</German>
    <Italian>+%d1 Paradrop Range</Italian>
    <Spanish>+%d1 Paradrop Range</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_FREE_DROP_TEXT</Tag>
    <English>No Movement Cost to Paradrop and Can Attack After Paradrop</English>
    <French>No Movement Cost to Paradrop and Can Attack After Paradrop</French>
    <German>Fallschirmsprünge benötigen keine Bewegungspunkte und Angriffe werden unmittelbar nach einem Fallschirmsprung ermöglicht</German>
    <Italian>No Movement Cost to Paradrop and Can Attack After Paradrop</Italian>
    <Spanish>No Movement Cost to Paradrop and Can Attack After Paradrop</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_DROP_SIGHT_UNSEEN_TEXT</Tag>
    <English>Can Paradrop on FoW Tiles</English>
    <French>Can Paradrop on FoW Tiles</French>
    <German>Kann Fallschirmsprünge auch auf Feldern innerhalb des Nebels des Krieges durchführen</German>
    <Italian>Can Paradrop on FoW Tiles</Italian>
    <Spanish>Can Paradrop on FoW Tiles</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_MECH_ONLY_TEXT</Tag>
    <English>**Only Available to Mechanized Units**</English>
    <French>**Only Available to Mechanized Units**</French>
    <German>**Nur verfügbar für mechanische Einheiten**</German>
    <Italian>**Only Available to Mechanized Units**</Italian>
    <Spanish>**Only Available to Mechanized Units**</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_NO_MECHS_TEXT</Tag>
    <English>**Unavailable to Mechanized Units**</English>
    <French>**Unavailable to Mechanized Units**</French>
    <German>**Nicht verfügbar für mechanische Einheiten**</German>
    <Italian>**Unavailable to Mechanized Units**</Italian>
    <Spanish>**Unavailable to Mechanized Units**</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_VICTORY_HEAL</Tag>
    <English>Field Medic</English>
    <French>Field Medic</French>
    <German>Feldsanitäter</German>
    <Italian>Field Medic</Italian>
    <Spanish>Field Medic</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_VICTORY_HEAL_TEXT</Tag>
    <English>+%d1%% Chance to Heal on Combat Victory</English>
    <French>+%d1%% Chance to Heal on Combat Victory</French>
    <German>+%d1%% Chance sich nach erfolgreichem Kampf zu heilen</German>
    <Italian>+%d1%% Chance to Heal on Combat Victory</Italian>
    <Spanish>+%d1%% Chance to Heal on Combat Victory</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_VICTORY_STACK</Tag>
    <English>Field Surgeon</English>
    <French>Field Surgeon</French>
    <German>Feldarzt</German>
    <Italian>Field Surgeon</Italian>
    <Spanish>Field Surgeon</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_VICTORY_STACK_TEXT</Tag>
    <English>+%d1%% Chance to Heal Friendly Units sharing the tile on Combat Victory</English>
    <French>+%d1%% Chance to Heal Friendly Units sharing the tile on Combat Victory</French>
    <German>+%d1%% Chance befreundete Einheiten auf dem eigenen Feld nach erfolgreichem Kampf zu heilen</German>
    <Italian>+%d1%% Chance to Heal Friendly Units sharing the tile on Combat Victory</Italian>
    <Spanish>+%d1%% Chance to Heal Friendly Units sharing the tile on Combat Victory</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_VICTORY_ADJACENT</Tag>
    <English>Field Hospital</English>
    <French>Field Hospital</French>
    <German>Feldlazarett</German>
    <Italian>Field Hospital</Italian>
    <Spanish>Field Hospital</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_VICTORY_ADJACENT_TEXT</Tag>
    <English>+%d1%% Chance to Heal Friendly Units within one tile on Combat Victory</English>
    <French>+%d1%% Chance to Heal Friendly Units within one tile on Combat Victory</French>
    <German>+%d1%% befreundete Einheiten auf benachbarten Feldern nach erfolgreichem Kampf zu heilen</German>
    <Italian>+%d1%% Chance to Heal Friendly Units within one tile on Combat Victory</Italian>
    <Spanish>+%d1%% Chance to Heal Friendly Units within one tile on Combat Victory</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_MISC_FIELD_MEDIC_ATTACKERS</Tag>
    <English>General, our Field Medics ( %s1_UnitName ) have seen to our wounded and ensured that the attack can be pressed! ( %d2_Num [NUM2:Unit:Units] healed )</English>
    <French>General, our Field Medics ( %s1_UnitName ) have seen to our wounded and ensured that the attack can be pressed! ( %d2_Num [NUM2:Unit:Units] healed )</French>
    <German>General, unsere Feldsanitäter ( %s1_UnitName ) haben sich um unsere Verwundeten gekümmert und sichergestellt, dass der Angriff vorangetrieben werden kann! ( %d2_Num [NUM2:Einheit:Einheiten] geheilt )</German>
    <Italian>General, our Field Medics ( %s1_UnitName ) have seen to our wounded and ensured that the attack can be pressed! ( %d2_Num [NUM2:Unit:Units] healed )</Italian>
    <Spanish>General, our Field Medics ( %s1_UnitName ) have seen to our wounded and ensured that the attack can be pressed! ( %d2_Num [NUM2:Unit:Units] healed )</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_MISC_FIELD_MEDIC_DEFENDERS</Tag>
    <English>General, our Field Medics ( %s1_UnitName ) have seen to our wounded ( %d2_Num [NUM2:Unit:Units] healed ), the enemy troops haven't a chance at victory!</English>
    <French>General, our Field Medics ( %s1_UnitName ) have seen to our wounded ( %d2_Num [NUM2:Unit:Units] healed ), the enemy troops haven't a chance at victory!</French>
    <German>General, unsere Feldsanitäter ( %s1_UnitName ) haben sich um unsere Verwundeten gekümmert ( %d2_Num [NUM2:Einheit:Einheiten] geheilt ), die feindlichen Truppen haben keine Chance!</German>
    <Italian>General, our Field Medics ( %s1_UnitName ) have seen to our wounded ( %d2_Num [NUM2:Unit:Units] healed ), the enemy troops haven't a chance at victory!</Italian>
    <Spanish>General, our Field Medics ( %s1_UnitName ) have seen to our wounded ( %d2_Num [NUM2:Unit:Units] healed ), the enemy troops haven't a chance at victory!</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_MISC_ENEMY_FIELD_MEDIC_ATTACKERS</Tag>
    <English>General, %s1_CivAdj Field Medics have seen to their wounded!  We are preparing for the next wave of attacks!</English>
    <French>General, %s1_CivAdj Field Medics have seen to their wounded!  We are preparing for the next wave of attacks!</French>
    <German>General, %s1_CivAdj Feldsanitäter haben sich um unsere Verwundeten gekümmert!  Wir bereiten die nächste Angriffswelle vor!</German>
    <Italian>General, %s1_CivAdj Field Medics have seen to their wounded!  We are preparing for the next wave of attacks!</Italian>
    <Spanish>General, %s1_CivAdj Field Medics have seen to their wounded!  We are preparing for the next wave of attacks!</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_MISC_ENEMY_FIELD_MEDIC_DEFENDERS</Tag>
    <English>General, %s1_CivAdj Field Medics have seen to their wounded!  We hope to have taken their position by nightfall.</English>
    <French>General, %s1_CivAdj Field Medics have seen to their wounded!  We hope to have taken their position by nightfall.</French>
    <German>General, %s1_CivAdj Feldsanitäter haben sich um unsere Verwundeten gekümmert!  Wir hoffen ihre Stellung bei Anbruch der Nacht einzunehmen.</German>
    <Italian>General, %s1_CivAdj Field Medics have seen to their wounded!  We hope to have taken their position by nightfall.</Italian>
    <Spanish>General, %s1_CivAdj Field Medics have seen to their wounded!  We hope to have taken their position by nightfall.</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_SKIRMISHER</Tag>
    <English>Skirmisher</English>
    <French>Skirmisher</French>
    <German>Scharmützler</German>
    <Italian>Skirmisher</Italian>
    <Spanish>Skirmisher</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_DV_MOVE_TEXT</Tag>
    <English>+1 Move on Defensive Combat Victories</English>
    <French>+1 Move on Defensive Combat Victories</French>
    <German>+1 Bewegung nach erfolgreicher Verteidigung</German>
    <Italian>+1 Move on Defensive Combat Victories</Italian>
    <Spanish>+1 Move on Defensive Combat Victories</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_STRATEGIC_WITHDRAWAL</Tag>
    <English>Strategic Withdrawal</English>
    <French>Strategic Withdrawal</French>
    <German>Strategischer Rückzug</German>
    <Italian>Strategic Withdrawal</Italian>
    <Spanish>Strategic Withdrawal</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_OV_MOVE_TEXT</Tag>
    <English>+1 Move on Offensive Combat Victories</English>
    <French>+1 Move on Offensive Combat Victories</French>
    <German>+1 Bewegung nach erfolgreichem Angriff</German>
    <Italian>+1 Move on Offensive Combat Victories</Italian>
    <Spanish>+1 Move on Offensive Combat Victories</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_COLLATERAL_LIMIT_CHANGE_TEXT</Tag>
    <English>%d1%% Change to Collateral Damage Limit</English>
    <French>%d1%% Change to Collateral Damage Limit</French>
    <German>%d1%% Änderung zum Kollateralschadenlimit</German>
    <Italian>%d1%% Change to Collateral Damage Limit</Italian>
    <Spanish>%d1%% Change to Collateral Damage Limit</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_MAX_UNITS_CHANGE_TEXT</Tag>
    <English>+%d1 Increase to Maximum Number of Units affected by Collateral Damage</English>
    <French>+%d1 Increase to Maximum Number of Units affected by Collateral Damage</French>
    <German>+%d1 Erhöhung der maximalen Anzahl von durch Kollateralschaden getroffene Einheiten</German>
    <Italian>+%d1 Increase to Maximum Number of Units affected by Collateral Damage</Italian>
    <Spanish>+%d1 Increase to Maximum Number of Units affected by Collateral Damage</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_AIR_LIMIT_CHANGE_TEXT</Tag>
    <English>%d1%% Change to Air Combat Limit</English>
    <French>%d1%% Change to Air Combat Limit</French>
    <German>%d1%% Änderung zum Luftkampflimit</German>
    <Italian>%d1%% Change to Air Combat Limit</Italian>
    <Spanish>%d1%% Change to Air Combat Limit</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_ONEUP_TEXT</Tag>
    <English>This Promotion gives the Unit an Extra Life</English>
    <French>This Promotion gives the Unit an Extra Life</French>
    <German>Diese Beförderung gibt dieser Einheit ein zusätzliches Leben</German>
    <Italian>This Promotion gives the Unit an Extra Life</Italian>
    <Spanish>This Promotion gives the Unit an Extra Life</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_SURVIVOR_TEXT</Tag>
    <English>+%d1%% Chance to Survive a Combat Loss</English>
    <French>+%d1%% Chance to Survive a Combat Loss</French>
    <German>+%d1%% Chance einen verlorenen Kampf zu überleben</German>
    <Italian>+%d1%% Chance to Survive a Combat Loss</Italian>
    <Spanish>+%d1%% Chance to Survive a Combat Loss</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_UNIT_ONEUP_TEXT</Tag>
    <English>Number of Extra Lives: %d1</English>
    <French>Number of Extra Lives: %d1</French>
    <German>Anzahl zusätzlicher Leben: %d1</German>
    <Italian>Number of Extra Lives: %d1</Italian>
    <Spanish>Number of Extra Lives: %d1</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_MISC_BATTLEFIELD_EVAC</Tag>
    <English>Our %s1 has been evacuated to our Capital and has thankfully made a full recovery</English>
    <French>Our %s1 has been evacuated to our Capital and has thankfully made a full recovery</French>
    <German>Unsere Einheit %s1 wurde in unsere Hauptstadt evakuiert und hat sich vollständig erholt</German>
    <Italian>Our %s1 has been evacuated to our Capital and has thankfully made a full recovery</Italian>
    <Spanish>Our %s1 has been evacuated to our Capital and has thankfully made a full recovery</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_MISC_YOUR_UNIT_IS_HARDCORE</Tag>
    <English>Against all odds, our wounded %s1 has managed to be overlooked among the battlefield dead and is itching for revenge!</English>
    <French>Against all odds, our wounded %s1 has managed to be overlooked among the battlefield dead and is itching for revenge!</French>
    <German>Unsere verwundete Einheit %s1 wurde entgegen aller Wahrscheinlichkeiten zwischen den Toten auf dem Schlachtfeld übersehen und sinnt nach Rache!</German>
    <Italian>Against all odds, our wounded %s1 has managed to be overlooked among the battlefield dead and is itching for revenge!</Italian>
    <Spanish>Against all odds, our wounded %s1 has managed to be overlooked among the battlefield dead and is itching for revenge!</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_UNIT_VICTORY_ADJACENT_TEXT</Tag>
    <English>%d1%% chance to heal self, %d2%% chance to heal all friendly units on the tile and %d3%% chance to heal all friendly units on an adjacent tile on a combat victory</English>
    <French>%d1%% chance to heal self, %d2%% chance to heal all friendly units on the tile and %d3%% chance to heal all friendly units on an adjacent tile on a combat victory</French>
    <German>%d1%% Chance sich selbst und %d2%% Chance alle befreundeten Einheiten auf dem eigenen Feld sowie %d3%% Chance alle befreundeten Einheiten auf einem benachbarten Feld nach erfolgreichem Kampf zu heilen</German>
    <Italian>%d1%% chance to heal self, %d2%% chance to heal all friendly units on the tile and %d3%% chance to heal all friendly units on an adjacent tile on a combat victory</Italian>
    <Spanish>%d1%% chance to heal self, %d2%% chance to heal all friendly units on the tile and %d3%% chance to heal all friendly units on an adjacent tile on a combat victory</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_UNIT_VICTORY_STACK_TEXT</Tag>
    <English>%d1%% chance to heal self and %d2%% chance to heal all friendly units on the tile on a combat victory</English>
    <French>%d1%% chance to heal self and %d2%% chance to heal all friendly units on the tile on a combat victory</French>
    <German>%d1%% Chance sich selbst und %d2%% Chance alle befreundeten Einheiten auf dem eigenen Feld nach erfolgreichem Kampf zu heilen</German>
    <Italian>%d1%% chance to heal self and %d2%% chance to heal all friendly units on the tile on a combat victory</Italian>
    <Spanish>%d1%% chance to heal self and %d2%% chance to heal all friendly units on the tile on a combat victory</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_COMBAT_LIMIT_TEXT</Tag>
    <English>%d1%% change to Maximum Damage Limit</English>
    <French>%d1%% change to Maximum Damage Limit</French>
    <German>%d1%% Änderung zum maximalen Schadenslimit</German>
    <Italian>%d1%% change to Maximum Damage Limit</Italian>
    <Spanish>%d1%% change to Maximum Damage Limit</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_BOMB1</Tag>
    <English>Exploding Shot I</English>
    <French>Exploding Shot I</French>
    <German>Explosives Geschoss I</German>
    <Italian>Exploding Shot I</Italian>
    <Spanish>Exploding Shot I</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_BOMB2</Tag>
    <English>Exploding Shot II</English>
    <French>Exploding Shot II</French>
    <German>Explosives Geschoss II</German>
    <Italian>Exploding Shot II</Italian>
    <Spanish>Exploding Shot II</Spanish>
  </TEXT>
  <TEXT>
    <Tag>TXT_KEY_PROMOTION_BOMB3</Tag>
    <English>Exploding Shot III</English>
    <French>Exploding Shot III</French>
    <German>Explosives Geschoss III</German>
    <Italian>Exploding Shot III</Italian>
    <Spanish>Exploding Shot III</Spanish>
  </TEXT>
</Civ4GameText>
 
Thank you Cybah, that was quick, I'll merge that with the French castor_troy did and both of them will make it into my next upload. I have a bunch more TXT_KEY's that I've added (and some that I still need to add) so if you're willing to continue, I'd be much appreciative. I'll make sure to credit you both in the readme and the OP. Again Cybah, danke (I think I spelled that right, I do know a little german, but it is just enough to get into trouble).
 
Yes it's spelled right. ;) Will continue as long as I'm using your modcomp. :P :D
 
Cannot play until lead from behind got fixed. :( I did not backup my source folder when updating lead from behind. :( :( :(
 
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