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Quick Question

Discussion in 'Civ4 - Community Enchancement Project' started by Elucidus, Feb 23, 2007.

  1. Elucidus

    Elucidus Chieftain

    Joined:
    Mar 3, 2002
    Messages:
    983
    Location:
    USA
    I know the goal was to make it so many of the options would be turned off by default, how do you turn them on? There are a few listed in the ini file, but a lot are new capabilities, is there a reference I could use as a guide and maybe write up some directions?
     
  2. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    Anything in XML is off when the new optional tags are not present, CCCP doesn't even include any the the content files like Civ4UnitInfos.xml so their all off untill activated.

    Most other options are controled through Global Define booleans on the CCCP_GlobalDefines.xml located in xml/Globaldefines/CCCP

    Heres what it looks like

    Code:
    <?xml version="1.0"?>
    <!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Bart Muzzin (Firaxis Games) -->
    <!-- Sid Meier's Civilization 4 -->
    <!-- Copyright Firaxis Games 2005 -->
    <!-- -->
    <!-- Global Defines -->
    <Civ4Defines xmlns="x-schema:CCCP_CIV4GlobalDefinesSchema.xml">
    	<Define>
    		<DefineName>GREAT_GENERAL_FROM_BARBARIAN_COMBAT</DefineName>
    		<bDefineBoolVal>0</bDefineBoolVal>>
    	</Define>
    	<Define>
    		<DefineName>GREAT_GENERAL_FROM_ANIMAL_COMBAT</DefineName>
    		<bDefineBoolVal>0</bDefineBoolVal>
    	</Define>
    	<Define>
    		<DefineName>GREAT_GENERAL_FOR_BARBARIANS</DefineName>
    		<bDefineBoolVal>0</bDefineBoolVal>
    	</Define>
    	<Define>
    		<DefineName>UNIT_STATISTICS_REPORTING</DefineName>
    		<bDefineBoolVal>0</bDefineBoolVal>
    	</Define>
    	<Define>
    		<DefineName>EXP_NEEDED_POWER</DefineName>
    		<fDefineFloatVal>2.0</fDefineFloatVal>
    	</Define>
    	<Define>
    		<DefineName>EXP_NEEDED_MULTIPLIER</DefineName>
    		<fDefineFloatVal>1.0</fDefineFloatVal>
    	</Define>
    	<Define>
    		<DefineName>EXP_NEEDED_SCALAR</DefineName>
    		<fDefineFloatVal>1.0</fDefineFloatVal>
    	</Define>
    	<Define>
    		<DefineName>IMPROVED_WLTKD</DefineName>
    		<bDefineBoolVal>0</bDefineBoolVal>
    	</Define>
    	<Define>
    		<DefineName>BASE_SPY_THEFT_COST</DefineName>
    		<iDefineIntVal>200</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>THEFT_BASE_SUCCESS</DefineName>
    		<iDefineIntVal>20</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>THEFT_RISK_FACTOR</DefineName>
    		<iDefineIntVal>5</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>SPY_RAND_THEFT_GOLD_PERCENT</DefineName>
    		<iDefineIntVal>10</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>BASE_SPY_ESPIONAGE_COST</DefineName>
    		<iDefineIntVal>500</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>ESPIONAGE_BASE_SUCCESS</DefineName>
    		<iDefineIntVal>10</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>ESPIONAGE_RISK_FACTOR</DefineName>
    		<iDefineIntVal>15</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>ESPIONAGE_POPULATION_PERCENT</DefineName>
    		<iDefineIntVal>2</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>BASE_SPY_ASSASINATE_COST</DefineName>
    		<iDefineIntVal>300</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>ASSASINATE_BASE_SUCCESS</DefineName>
    		<iDefineIntVal>10</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>ASSASINATE_RISK_FACTOR</DefineName>
    		<iDefineIntVal>10</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>BASE_SPY_INSURECTION_COST</DefineName>
    		<iDefineIntVal>100</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>INSURECTION_BASE_SUCCESS</DefineName>
    		<iDefineIntVal>20</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>INSURECTION_RISK_FACTOR</DefineName>
    		<iDefineIntVal>20</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>BASE_ESPIONAGE_PERCENT</DefineName>
    		<iDefineIntVal>20</iDefineIntVal>
    	</Define>
    	<Define>
    		<DefineName>ESPIONAGE_POPULATION_PERCENT</DefineName>
    		<iDefineIntVal>2</iDefineIntVal>
    	</Define>	
    </Civ4Defines>
    
    All the spy stuff and missions in general are latent until new MissionInfos.xml is loaded, other things are set to values that will correspond to un-altered game play, most of the time thats a false boolean but in some situations it might be a value like in the experience scaling values

    The last few options are in GameOptions and are their because changing them after the start of a game could cause all kinds of weird issues, also only boolean values (check boxes) can be displayed their. Better documentation is needed badly and if your interested in helping out that would be greatly appreciated.
     
  3. Elucidus

    Elucidus Chieftain

    Joined:
    Mar 3, 2002
    Messages:
    983
    Location:
    USA
    Yep, thats as far as I knew or was able to figure out, just wanted to know if there was any documentation. Though I noticed the last three options have no text in the game options before starting a game, just check boxes.

    So I take it I will have to compare the vanilla xml and CCCP xml to determine the new capabilities?

    If so this will take me a long time, but I would like to do it. I can only work on it on weekends though.
     
  4. Quornix

    Quornix Chieftain

    Joined:
    Dec 27, 2006
    Messages:
    134
    Well, I'm just now sitting down to hammer out my mod, using CCCP as a base. Of course, with all these new options, everything has to be rebuilt from the ground up, then balanced (which I hadn't done before because of my food limit issue). I'd be happy to put some work in on documenting the changes, although I'm not entirely sure what sort of format to put it in....

    @Elucidus -- It's easy enough to turn the text on for the first two of those three. The first is Great People Point Pooling, and the second is Slow Cultural Borders. Just add:
    Spoiler :
    Code:
    		<GameOptionInfo>
    			<Type>GAMEOPTION_GREAT_PEOPLE_POINT_POOLING</Type>
    			<Description>TXT_KEY_GAME_OPTION_GREAT_PEOPLE_POINT_POOLING</Description>
    			<Help>TXT_KEY_GAME_OPTION_GREAT_PEOPLE_POINT_POOLING_HELP</Help>
    			<bDefault>0</bDefault>
    		</GameOptionInfo>
    		<GameOptionInfo>
    			<Type>GAMEOPTION_SLOW_CULTURAL_BORDERS</Type>
    			<Description>TXT_KEY_GAME_OPTION_SLOW_CULTURAL_BORDERS</Description>
    			<Help>TXT_KEY_GAME_OPTION_SLOW_CULTURAL_BORDERS_HELP</Help>
    			<bDefault>0</bDefault>
    		</GameOptionInfo>

    to the end of the Civ4GameOptions.xml file (well, near the end... the last two llines should stay as the last two lines).

    Now, what's the third checkbox for? I'm about to see if I can find it (actually, that's why I came back here again), and thus find out how to add things to that list, but it would be nice to know what I'm looking for if it isn't all in the same place.

    [EDIT]
    Well, that was insanely easy. I must be grokking this stuff a bit better now. The third checkbox is GAMEOPTION_EXPANDED_CITY_WORK_RADIUS, and it hasn't been incorporated into the game yet. I'll see if I can't get it working, as I have the files from another modcomp that does just that.
     
  5. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    Ah yes expanded work Radius, I've been planning to get that working the thing is I need to make it back compatible so the game can run with both the old and new radius. As thats going to take some doing I think I'll just drop that option for the time being.

    P.S. Quronix, feel free to use any of the Wonders or other modules I've created, their all on the SourceForge library
     

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