Quick Modding Questions Thread

@isenchine
Thank you, i will try to write some code, if i fail, i will post failed result here, if no one know how to help me, i will ask in some thread or open new thread.
 
UnitNameModifier

in Civ4Worldinfo.xml

anyone knows what it does? I tried to look through the code, but couldnt find anything in python or SDK.
Reason is I want to use it instead of DefaultPlayers for quests where a certain amount of buildings or units is required for completion.
 
CvWorldInfo::getUnitNameModifier() is not used in vanilla DLL or python. It's exposed to python, but not the exe and indeed there is no reference to it in the exe either. It doesn't look like it does anything at all. As for what the plan was when it was added... well your guess is as good as mine.

The only thing I can think of is the ability to set unitname according to world info. If you play in a different world, the name changes. Possible city names instead, who knows? Either way such a feature isn't implemented and we should be safe to ignore it.
 
thanks :D I thought I missed something.
I decided though, for easier and faster implementation, that I do a 1/4 civs +5.
That way a 32 civ map will be 13, a 20 civ will be 10 and a 8 civ map will be 7.

And while building 13 Triremes might seem like a lot, its far less than the 32! ;)
 
I test something and that don't work.
I want to make something like council.
All civilizations which have for example CIVIC_SOME_CIVIC1 can vote in council, others with some another civic, they can't, they are blocked to vote if they haven't CIVIC_SOME_CIVIC1.

Civ4VoteSourceInfo:
Code:
		<VoteSourceInfo>
			<Type>DIPLOVOTE_FEDERALISTS</Type>
			<Description>Federalist UN</Description>
			<PopupText>As Federalist-General, you can choose a Federalist Resolution to put forward for a Federalist vote. (You have %d1_MyNum Votes.)</PopupText>
			<SecretaryGeneralText>Federalist UN</SecretaryGeneralText>
			<iVoteInterval>6</iVoteInterval>
			<FreeSpecialist>NONE</FreeSpecialist>
			<Civic>CIVIC_FEDERALISTS</Civic>
			<ReligionYields/>
			<ReligionCommerces/>
		</VoteSourceInfo>

Civ4VoteInfo:
Code:
<VoteInfo>
			<Type>VOTE_FEDERALISTS_SECRETARY_GENERAL</Type>
			<Description>Federalist Secretary General</Description>
			<iPopulationThreshold>15</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>0</iTradeRoutes>
			<bSecretaryGeneral>1</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>0</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>0</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>0</bForcePeace>
			<bForceNoTrade>0</bForceNoTrade>
			<bForceWar>0</bForceWar>
			<bAssignCity>0</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>
		<VoteInfo>
			<Type>VOTE_FEDERALISTS_SINGLE_CURRENCY</Type>
			<Description>Federalist Single Currency</Description>
			<iPopulationThreshold>15</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>1</iTradeRoutes>
			<bSecretaryGeneral>0</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>0</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>0</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>0</bForcePeace>
			<bForceNoTrade>0</bForceNoTrade>
			<bForceWar>0</bForceWar>
			<bAssignCity>0</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>
		<VoteInfo>
			<Type>VOTE_FEDERALISTS_FREE_TRADE</Type>
			<Description>Federalist Free Trade</Description>
			<iPopulationThreshold>15</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>0</iTradeRoutes>
			<bSecretaryGeneral>0</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>1</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>0</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>0</bForcePeace>
			<bForceNoTrade>0</bForceNoTrade>
			<bForceWar>0</bForceWar>
			<bAssignCity>0</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>
		<VoteInfo>
			<Type>VOTE_FEDERALISTS_FORCE_PEACE</Type>
			<Description>Federalist Force Peace</Description>
			<iPopulationThreshold>15</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>0</iTradeRoutes>
			<bSecretaryGeneral>0</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>0</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>0</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>1</bForcePeace>
			<bForceNoTrade>0</bForceNoTrade>
			<bForceWar>0</bForceWar>
			<bAssignCity>0</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>
		<VoteInfo>
			<Type>VOTE_FEDERALISTS_FORCE_NO_TRADE</Type>
			<Description>Federalist No Trade</Description>
			<iPopulationThreshold>15</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>0</iTradeRoutes>
			<bSecretaryGeneral>0</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>0</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>0</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>0</bForcePeace>
			<bForceNoTrade>1</bForceNoTrade>
			<bForceWar>0</bForceWar>
			<bAssignCity>0</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>
		<VoteInfo>
			<Type>VOTE_FEDERALISTS_FORCE_WAR</Type>
			<Description>Federalist Force War</Description>
			<iPopulationThreshold>15</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>0</iTradeRoutes>
			<bSecretaryGeneral>0</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>0</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>0</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>0</bForcePeace>
			<bForceNoTrade>0</bForceNoTrade>
			<bForceWar>1</bForceWar>
			<bAssignCity>0</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>
		<VoteInfo>
			<Type>VOTE_FEDERALISTS_ASSIGN_CITY</Type>
			<Description>Federalist Assign City</Description>
			<iPopulationThreshold>50</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>0</iTradeRoutes>
			<bSecretaryGeneral>0</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>0</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>0</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>0</bForcePeace>
			<bForceNoTrade>0</bForceNoTrade>
			<bForceWar>0</bForceWar>
			<bAssignCity>1</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>
		<VoteInfo>
			<Type>VOTE_FEDERALISTS_DEFENSIVE_PACT</Type>
			<Description>Federalist Defensive Pact</Description>
			<iPopulationThreshold>15</iPopulationThreshold>
			<bCityVoting>0</bCityVoting>
			<bCivVoting>0</bCivVoting>
			<iMinVoters>2</iMinVoters>
			<iStateReligionVotePercent>0</iStateReligionVotePercent>
			<iTradeRoutes>0</iTradeRoutes>
			<bSecretaryGeneral>0</bSecretaryGeneral>
			<bVictory>0</bVictory>
			<bFreeTrade>0</bFreeTrade>
			<bNoNukes>0</bNoNukes>
			<bDefensivePact>1</bDefensivePact>
			<bOpenBorders>0</bOpenBorders>
			<bForcePeace>0</bForcePeace>
			<bForceNoTrade>0</bForceNoTrade>
			<bForceWar>0</bForceWar>
			<bAssignCity>0</bAssignCity>
			<ForceCivics/>
			<DiploVotes>
				<DiploVote>
					<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
					<bValid>1</bValid>
				</DiploVote>
			</DiploVotes>
		</VoteInfo>

Civ4BuildingInfos:
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_FEDERALISTS_NATIONS</BuildingClass>
			<Type>BUILDING_FEDERALISTS_NATIONS</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>Federalists HQ</Description>
			<Civilopedia>TXT_KEY_BUILDING_UNITED_NATIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_UNITED_NATIONS_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_UNITED_NATIONS</ArtDefineTag>
			<MovieDefineTag>ART_DEF_MOVIE_UNITED_NATIONS</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_MASS_MEDIA</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits/>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>UNITCLASS_MERCHANT</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>1</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			[B][COLOR="Red"]<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>[/COLOR][/B]
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>1000</iCost>
			<iHurryCostModifier>300</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>3</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>100</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>3</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>20</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1000</iCommerce>
			</CommerceChangeDoubleTimes>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners>
				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
				<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
			</CommerceChangeOriginalOwners>
			<ConstructSound/>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>

Explanation:
1) If this is set, All civilization2 can vote, but Full Members are civilizations which have CIVIC_FEDERALISTS, others are only Voting members.
<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>

2) Total like UN, all civilizations are full member, and Civilization BTS already have this, and i don't want to have this twice in mod.
<DiploVoteType>DIPLOVOTE_FEDERALISTS</DiploVoteType>
<bForceTeamVoteEligible>1</bForceTeamVoteEligible>

3) Nothing will happend
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>1</bForceTeamVoteEligible>
 
It works for me but probably because of 2 bits of code added in CvPayer.cpp. Both are from Kael for FfH:

Spoiler :
Code:
int CvPlayer::getVotes(VoteTypes eVote, VoteSourceTypes eVoteSource) const
{
	int iVotes = 0;

	ReligionTypes eReligion = GC.getGameINLINE().getVoteSourceReligion(eVoteSource);

//FfH: Added by Kael 11/15/2007
	if (GC.getVoteSourceInfo(eVoteSource).getCivic() != NO_CIVIC)
	{
		if (!isCivic((CivicTypes)GC.getVoteSourceInfo(eVoteSource).getCivic()))
		{
			return 0;
		}
	}
//FfH: End Add
	if (NO_VOTE == eVote)
	{
		if (NO_RELIGION != eReligion) [B]CUT[/B]
and
Spoiler :
Code:
bool CvPlayer::isVotingMember(VoteSourceTypes eVoteSource) const
{
//FfH: Added by Kael 11/15/2007
	if (GC.getVoteSourceInfo(eVoteSource).getCivic() != NO_CIVIC)
	{
		if (!isCivic((CivicTypes)GC.getVoteSourceInfo(eVoteSource).getCivic()))
		{
			return false;
		}
	}
//FfH: End Add
	return (getVotes(NO_VOTE, eVoteSource) > 0);
}

It works but I don't use it very much though.
 
I suppose I got it here.
 
There are tools like winmerge(free, google it) that can help you do it faster, but yes you will essentially be merging code from file after file.

It looks like the mod you want has source code (SDK, C++) this means you will need the source code files from your own mod or RevDCM and you will need visual studio to compile the new .dll.

In short there are a few things you are going to need to know about to be able to do it. Do a search in the tutorials for compiling the SDK or source code or DLL.. (something like that) to find a tutorial on how to do it.
 
I have one interesting question, i think that this can be realized. In 2012 i made Zlatko Mini Formation Component, and it's will be very nice to incorporate my own XML component in my mod, but via SDK option or via game option, something like one checkbox (Enable Mini-Formations), and when you check this and start new game or restart entire mod/game you will have in your game exactly my component.
I have some idea about this, first in part of C++ code, where dll loading all files, i can post one IF something like if gameoption/settings options whatever is checked load this MiniFormationCIV4UnitInfos.xml and MiniFormationCIV4ArtDefines_Unit (file of units with mini formation art, download my mod, play first ten turns or open world builder and post some units, and you will understand what i talk), ELSE it will load normal CIV4ArtDefines_Unit and CIV4UnitInfos, on beginning of this post i wrote gameoption, but as far as I can see this will be definitely setting option like No Music, Single Unit Graphic, Full Screen and etc.
What do you think about this?
And what you think about my solution about this?
This is just prototype solution not concretely.
 
How do you add a 'Sid's Tip:' To a Unit or building or whatever else that can display them. (Answered It was TXT_STUFF_STRATEGY)
Now if only there were a way to make this appear on more screens like the tech splash...

How do you add a 'Game Concept' into the pedia? (OK Answered this one XML/BasicInfos/ConceptInfos)

I am sure I knew this once upon a time but I am completely blanking right now....
 
How do you add a 'Sid's Tip:' To a Unit or building or whatever else that can display them. (Answered It was TXT_STUFF_STRATEGY)
Now if only there were a way to make this appear on more screens like the tech splash...

How do you add a 'Game Concept' into the pedia? (OK Answered this one XML/BasicInfos/ConceptInfos)

I am sure I knew this once upon a time but I am completely blanking right now....

This is not new Sid's Tip, this is just add-on and it will be present in OPTIONS as well as SINGLE UNIT GRAPHIC, FULL SCREEN... etc.
MiniFormationCIV4UnitInfos.xml and CIV4UnitInfos.xml are files which different only in this part (i think on all units in file):
Code:
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
that are same units only with different art size, group size, etc.

And i made one mistake in idea, its not necessary to add new(additional) CIV4ArtDefines_Unit (MiniFormationCIV4ArtDefines_Unit), just add units art in CIV4ArtDefines_Unit with different size.
 
I am not sure how "quick" is this issue, but America: End of Days mod got this weird error displaying itself 6 times during loading the scenario. It does not prevent you from playing the mod, but sure as Mictlan is annoying, so any help would be great.

attachment.php
 

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Hello,

Can anyone tell me what tag is needed in a scenario to give a unit zero movement points at the start/ first round of a scenario/map

I found this tag in events:

iUnitImmobileTurns Specifies the number of turns that the affected unit will remain immobile. Immobile units can still defend.
 
Feel like editing CvXMLLoadUtility::SetVariableListTagPair and compiling? The XML error message is not really useful when you don't know where in the file it went wrong. It should be possible to add more info like telling the name of the tag, which goes wrong. Possibly even the Type string from the index where it goes wrong.

XML errors is one thing I have wanted to improve for quite a while. The problem is that each time I encounter problems, I just get the info i need from the debugger meaning I don't have a big need for improvements myself.
 
Tigranes, if you pack the XML Civilizations folder, I can have a look at it.
 
How do I actually do that? Attach an XML file here for easy reference? I have provided a link to the mod OP, which has download link. All the files in one (not very big) zip.
 
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