RoM 2.71 Test1 WoC Lite Merge Test

johny smith

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Mar 10, 2007
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I am putting this test file up for people to try and see how it is liked it is the RevDCM 1.02 dll merged with the WoC Lite.

http://forums.civfanatics.com/downloads.php?do=file&id=12269

Then I added RoM to it. It adds as in modules the extra WoC Super Spies missions including the Great Spy doing missions now, and the WoC Inquisitors.

Buttons need some work just on coherency in respect to resources still. Like the that button represents Tea.

What does it add besides that?

Can have 184 religions, 184 corporations, and 368 resources now(I need to upload a RoM gamefont screen still.)
gamefont_3oc.jpg


The WoC civics screen(I need to upload a RoM civics screen still)
civics_screen_Z2Q.jpg


And course last but not least the extra WoC modularity. For example you will not have to change the CIV4DiplomacyInfos.xml each time for new civs.

Important Modular Loading must be set to 0 for this. If you want to add previous modules you only need to put the folder in the modules folder and add some line to the "MLF_CIV4ModularLoadingControls.xml" file in modules to load the folder.

Code:
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Modules_Main_1</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Modules_Main_1</Type>
			<Description>Initialize ALL Modules by using the MLF file structure</Description>
			<Modules>
				<Module>
					<Directory>Interface</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Inquisition</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Super Spies</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Unit Statistics</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom ArtStyles</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Buildings</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Units</Directory>
					<bLoad>1</bLoad>
				</Module>		
			</Modules>
		</ConfigurationInfo>		
	</ConfigurationInfos>
</Civ4ModularLoadControls>

If you want something not to run in modules you can put the folder in unloaded modules or you can change "<bLoad>1</bLoad>" to "<bLoad>0</bLoad>" in the MLF_CIV4ModularLoadingControls.xml

One other important note.For modular religions and corporations there is a xml change that is need, and the font files must be updated.

Code:
                 <ReligionInfo>
			<Type>RELIGION_JUDAISM</Type>
			<Description>TXT_KEY_RELIGION_JUDAISM</Description>
			<Adjective>TXT_KEY_RELIGION_JUDAISM_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_RELIGION_JUDAISM_PEDIA</Civilopedia>
			<TechPrereq>TECH_MONOTHEISM</TechPrereq>
			<FreeUnitClass>UNITCLASS_JEWISH_MISSIONARY</FreeUnitClass>
			<iFreeUnits>0</iFreeUnits>
			<iSpreadFactor>50</iSpreadFactor>
			[COLOR="Red"][B]<iTGAIndex>0</iTGAIndex>[/B][/COLOR]
			<GlobalReligionCommerces>
				<iGlobalReligionCommerce>1</iGlobalReligionCommerce>
				<iGlobalReligionCommerce>0</iGlobalReligionCommerce>
				<iGlobalReligionCommerce>0</iGlobalReligionCommerce>
			</GlobalReligionCommerces>
			<HolyCityCommerces>
				<iHolyCityCommerce>0</iHolyCityCommerce>
				<iHolyCityCommerce>0</iHolyCityCommerce>
				<iHolyCityCommerce>3</iHolyCityCommerce>
			</HolyCityCommerces>
			<StateReligionCommerces>
				<iStateReligionCommerce>0</iStateReligionCommerce>
				<iStateReligionCommerce>0</iStateReligionCommerce>
				<iStateReligionCommerce>2</iStateReligionCommerce>
			</StateReligionCommerces>
			<Button>Art/Interface/Buttons/Religions/Jewish.dds</Button>
			<TechButton>Art/Interface/Buttons/TechTree/Judaism.dds</TechButton>
			<GenericTechButton>,Art/Interface/Buttons/TechTree/Judaism.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,4,3</GenericTechButton>
			<MovieFile>Art/Movies/Religion/Judaism/Jud_Found.nif</MovieFile>
			<MovieSound>AS2D_BUILD_JEWISH_MOVIE</MovieSound>
			<Sound>AS2D_BUILD_JEWISH</Sound>
		</ReligionInfo>
This change must match the icon in the GameFont.tga. It is just like the resources line "<FontButtonIndex>0</FontButtonIndex>" for example.

I have included GameFont and GameFont_75 templates in the Font folder to make adding symbols much easier than vanilla Civ4. They are photoshop files.

Here is the link to for download.

https://worldofciv.svn.sourceforge....nstaller/RoM 2.71 Test WoC Lite Merge Test.7z

It is large 173 mb. But wanted to get everything in to get a good test build.

One patch file for the python screens is need as well sorry about that.

http://forums.civfanatics.com/attachment.php?attachmentid=212453&d=1241014329

Dll update as well. Sorry about the confusion.
http://forums.civfanatics.com/attachment.php?attachmentid=212801&d=1241306546
Just replace your dll in the assets folder.
 
Thx for uploading this! In normal ROM 2.71 I have freezes when trying to change civics - but now in your version, with the vertical scrolling screen there are no more probs. Perfect!!!
 
very minor clean up you do not need to redownload.

Just removed the ".bak" files sorry for leaving them in before.

And thanks for the good comments.

I noticed the paradise and planned civics have too much text to fit in the text box. Only thing I saw so far that was not expected.
 
Very minor thing. The era text stacking on top of the autoplay text I just saw.

attachment.php


I just moved the era text down a little.

http://forums.civfanatics.com/attachment.php?attachmentid=212435&stc=1&d=1241007427

Just copy over the one file and it will be moved down.

The research icons going out of the box would take adjusting some more because it is a BUG thing. But this is a test at this point. If more radical changes are wanted I will try in the future.
 
Ok, I found some minor issues now.

When clicking into city screen in bottom right corner the other civs scores are in front, plus if the cursor moves over Palace it doesnt show the benefit-popup and the culture bar in the city window is missing as well (red circles). When pressing F1 the culture is shown nevertheless (screenie 2).
 

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Johny was faster than I was :D I was going to upload RoM v2.63 WoC Lite version today but since Johny put up this version and sent also new RevDCM 1.02 merged dlls in PM, I'll adjust the v2.63 mod package and upload it bit later with the changes I just got. That version will be fully working, bug free version and this v2.71 merge version will be just test version for the upcoming patch (v2.7Test is still pretty much in unfinished state).

I haven't tested this v2.71 Test1 WoC Lite Merge and I think there might be few bugs left as I've found couple of them from the v2.62 merge Johny posted for me... That's why I was going to upload the v2.63.
 
Cool.

Ok something to do with the this was causing it in the maininterface I had. I might of missed something else is why connected to this section.

Code:
# Rise of Mankind 2.7 - national and great wonder amounts in city
				iNationalWonders = pHeadSelectedCity.getNumNationalWonders()
				iGreatWonders = pHeadSelectedCity.getNumWorldWonders()
				szBuffer = localText.getText("TXT_KEY_MAIN_CITY_NATIONAL_WONDERS",()) + u": %d" %(iNationalWonders) + u"/%d" %(g_MaxNatWonders)
				screen.setLabel( "WonderText1", "Background", szBuffer, CvUtil.FONT_LEFT_JUSTIFY, 315, 32, -0.3, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
				screen.show( "WonderText1" )
				szBuffer = localText.getText("TXT_KEY_MAIN_CITY_GREAT_WONDERS",()) + u": %d" %(iGreatWonders) + u"/%d" %(g_MaxGreatWonders)
				screen.setLabel( "WonderText2", "Background", szBuffer, CvUtil.FONT_LEFT_JUSTIFY, 315, 48, -0.3, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1 )
				screen.show( "WonderText2" )
# Rise of Mankind 2.7


Anyway these files will fix it. Just left the section out.

http://forums.civfanatics.com/attachment.php?attachmentid=212453&stc=1&d=1241014517
 
Yeah, works now. Thx for the fast fix! :D
 
Oh, I've made also small little optional module for the RoM v2.63 WoC - it's called No Building Graphics module and it can save lots of RAM when running RoM if the module is enabled. This module only disables all normal building graphics and Wonder graphics will remain visible on cities. So if you enable this module you should have less MAF problems, the downside is that you don't see what buildings each enemy city has when looking their cities. The module will be included with RoM 2.7 too. :)
 
Important Modular Loading must be set to 0 for this. If you want to add previous modules you only need to put the folder in the modules folder and add some line to the "MLF_CIV4ModularLoadingControls.xml" file in modules to load the folder.

-start rant -
This is a huge step backwards from standard BtS. A mod killer in my view. It makes it difficult for people to keep the various modmods straight and those of us who make such things which add to the basic mod now have to worry more about what others are doing since now they can no longer be independent of each other.

Modmodders can't even provide the XML because we can't be sure that the player will want all of what we provide. For example, I use my addons, joyoo's Better Game Play and zulu9812's R.O.M.E. mod but not all of each bit.

I assume there is some BIG reason for it but why doesn't the fix go the whole hog and just let me copy directories in and out of my Modules folder as before and it do all the work? I don't mind setting modular loading off because that is at the mod level not the modmod level.

- end rant-
 
What do you mean independent? If you load the same type in the xml it would give problems.

You have only one file at this point to change in the modules. When this thing is actually ready to go....

That one MLF_CIV4ModularLoadingControls.xml should be updated with folder names for whatever mod are to be in the modules folder. If new ones are added the folder names needs to be added.

But there are a lot more xml files that can be used in modules now is the big point.
For example the civilizations the art and everything can go in one folder.

I really do not understand the problem with it other than you have to give the name for folder you want loaded in a MLF_CIV4ModularLoadingControls.xml file. A little more work yes but not much.

Anyway again the big point is there are tons of more xml files made modular now and the art can loaded out of the modules folder as well. Movies and can be loaded out of modules. Even entire themes can be loaded out of modules.
 
If I understand his point correctly, he meant that now the user of the modmod need to do some more work than just unzip the modular content... meaning more question and more mistake made by the user...

If that's not what you mean .. sorry.. I'm not english
 
Of course I would like to have it easier than that too, but if the modmodder tells me exactly what to to (in which folder which file and in what order etc...) I think its not that much of a prob. Of course I say this now, after having already played several earlier versions of ROM and some modmods...
Some beginners might not give it a try but stick with other, simpler mods, thats for sure...
 
I will go through this by each step.

Say you have a folder unzipped called "Charles Mansion's Merry Christmas".

You put "Charles Mansion's Merry Christmas" in the modules folder.

Then in the modules folder you open this one file "MLF_CIV4ModularLoadingControls.xml".

And in this file it looks like this.
Code:
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Modules_Main_1</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Modules_Main_1</Type>
			<Description>Initialize ALL Modules by using the MLF file structure</Description>
			<Modules>
				<Module>
					<Directory>Interface</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Inquisition</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Super Spies</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Unit Statistics</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom ArtStyles</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Buildings</Directory>
					<bLoad>1</bLoad>
				</Module>
				[COLOR="Red"]<Module>
					<Directory>Custom Units</Directory>
					<bLoad>1</bLoad>
				</Module>		[/COLOR]
			</Modules>
		</ConfigurationInfo>		
	</ConfigurationInfos>
</Civ4ModularLoadControls>

Copy the text in red one time. So that it looks like this.

Code:
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Modules_Main_1</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Modules_Main_1</Type>
			<Description>Initialize ALL Modules by using the MLF file structure</Description>
			<Modules>
				<Module>
					<Directory>Interface</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Inquisition</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Super Spies</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Unit Statistics</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom ArtStyles</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Buildings</Directory>
					<bLoad>1</bLoad>
				</Module>
				[COLOR="Red"]<Module>
					<Directory>Custom Units</Directory>
					<bLoad>1</bLoad>
				</Module>		[/COLOR]
				[COLOR="Red"]<Module>
					<Directory>Custom Units</Directory>
					<bLoad>1</bLoad>
				</Module>		[/COLOR]
			</Modules>
		</ConfigurationInfo>		
	</ConfigurationInfos>
</Civ4ModularLoadControls>

Then change the "Custom Units" to "Charles Mansion's Merry Christmas".

So it looks like this then.
Code:
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Modules_Main_1</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Modules_Main_1</Type>
			<Description>Initialize ALL Modules by using the MLF file structure</Description>
			<Modules>
				<Module>
					<Directory>Interface</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Inquisition</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>WoC Super Spies</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Unit Statistics</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom ArtStyles</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Custom Buildings</Directory>
					<bLoad>1</bLoad>
				</Module>
				[COLOR="Red"]<Module>
					<Directory>Custom Units</Directory>
					<bLoad>1</bLoad>
				</Module>		[/COLOR]
				[COLOR="Red"]<Module>
					<Directory>Charles Mansion's Merry Christmas</Directory>
					<bLoad>1</bLoad>
				</Module>		[/COLOR]
			</Modules>
		</ConfigurationInfo>		
	</ConfigurationInfos>
</Civ4ModularLoadControls>

Then your module will run just like before. I do not think that is too hard.

And what I am saying is this may be done for you when this is ready so you will not have to do this small step.
 
So why does the program read the XML we need to create could it not just read the names of the directories in the Modules directory instead. Isn't that all the information we are putting in the XML anyway? It just seems to me that this makes life more difficult for the "user" just to make life easier for the programmer. Wouldn't the logic be something like:-
Code:
for each directory (and sub directory)
  if contains any XML files 
    do what ever is done no when reading the xml file we need to change

or as a two step
Code:
Step 1: Create "MLF_CIV4ModularLoadingControls.xml"
for each directory (and sub directory)
  if contains any XML files 
    add directory name to tag in MLF_CIV4ModularLoadingControls.xml

Step:2 whatever is done now

Edit: For my current RoM 2.7Test1 installation I would need to add over 30 tags since that is the number of module directories I have which have XML in them. My add on has 10 directories alone due to a change I made when FileFont was going.
 
It can actually read some farther down to some point. It just depends how long the path gets. I am not sure in what the limit is exactly. It sorts thing alphabetical in the case where there is not a MLF short name for MLF_CIV4ModularLoadingControls.xml.

So you do not not to convert every tag.

The good thing about this is...

You actually have control now on how things load in modules folder. You really are left to hang on the old BtS modular system. It is the same principle expect it decides for you.

If you want to see an example here is one with my religion stuff I did in Rapture. A little large sorry.
https://worldofciv.svn.sourceforge.net/svnroot/wocrapture/Installer/Rapture Module.7z
 
Hey Johny, thank you for explaining it this elaborately. (So versteht das selbst eine Code-Dumpfbacke wie ich!)
 
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