Savebreaking Changes. Mapmakers/modmodders update your scenarios/modmods for SVN 11132+.

Skimmed through with no complaints, except please do not 'enshrine' "bauxite ore", it was always a mistake. It should be 'bauxite' or 'aluminium ore'.
So "Bauxite Ore" should be simply "Bauxite" in game then.

Also tags aren't settled in stone.
So Thing has tag TYPE_THING.
"Thing" can be renamed to "Stuff", just remember to change TXT_KEY accordingly and add that change to savebreaking notes.
Thats how it should it work after savebreaking changes.
 
Last edited:
So Shinto worships ancestor spirits and that's not supernatural? Dream time absolutely has gods, the primary of which is dreaming all of this and the dream is growing more and more 'real' as it goes. Very deified. They attribute quite a bit to the beings to first emerge in the dream and say those beings (gods) are contributing a lot to what happens as well. Certainly neither of these qualify to be Atheist.
It is not god(s)! The supernatural is out for some Atheists (like me) but not necessarily for all. I should never included it with the brackets in my attempt at a definition. Not all Shinto/Dreamtime variants have any ancestor spirits. They have ancestors but they are gone now. It is more a "family history" remembrance and honoring. The ancient Egyptian's false door alter is similar.

except please do not 'enshrine' "bauxite ore", it was always a mistake. It should be 'bauxite' or 'aluminium ore'.
Agree
 
It is not god(s)!
Not all religions define god(s) as ultimate creators. Take Greek for example. Influencers of reality, but not the makers of it. Certainly more ancient and fundamental and powerful than Mankind and rare to directly interact with. The difference between Dreamtime early beings and Greek gods is very minimal and actually rather indistinguishable. That doesn't make Greeks Atheist or less polytheistic. The Dreamtime concept of these first emergent beings is almost identical to the Hindu pantheon that emerges from the Brahman as fractions of that overall whole that control various domains of existence. Dreamtime, therefore, is quite polytheistic, far moreso than it could be said to be Atheist.

The supernatural is out for some Atheists (like me) but not necessarily for all. I should never included it with the brackets in my attempt at a definition.
So you're revising Atheism to just mean, there is no Divine being. Does this mean that the Atheist just refuses to believe that anything beyond our power and possibly even extraterrestrial is possible? Or do Greek gods living in a place beyond Man's reach, simply having great powers we don't understand not really count as gods per-se? Would this make the Greek pantheon Atheist because their gods are not 'creators of the universe'? Is animism an Atheist religion because it believes in spirits and forces in nature having an underlying intelligence that drives what happens but doesn't try to explain an origin or name such spirits as gods, even though they perform the roles classically attributed to 'gods'?

I think what I'm trying to say is that there is no religion that is Atheist - it is its own belief system and it is classically based on the Scientific Method, choosing to rely only on what has been proven and so far everything appears to purely be cause and effect related with no intelligent intervention beyond the actions of those that are alive, which is just a more complex system of chemical interactions.

Not all Shinto/Dreamtime variants have any ancestor spirits. They have ancestors but they are gone now. It is more a "family history" remembrance and honoring. The ancient Egyptian's false door alter is similar.
Maybe not all, but classically, it does. And furthermore, if you ask Google, "Do Shinto practitioners believe in a god?" you quickly get this:
"Shinto is a polytheistic belief system involving the veneration of many deities, known as kami, or sometimes as jingi. ... According to Japanese mythology, there are eight million kami, and Shinto practitioners believe that they are present everywhere."
Which makes it sound like at least for the majority of sects, Shinto is very polytheistic in nature. (This is a religion I'm not too greatly familiar with myself.)
 
Did not mention anything about "a creator". Ever! Just god or gods. Creation is a different discussion entirely. and btw proof that any gods must be female since they create babies.

I am sorry but many of your arguments seem to be of the form "Blue is a colour because you believe blue is a colour." When in fact we define blue as a colour.
 
I renamed improvements to match what is displayed in game.

Spoiler :

IMPROVEMENT_3FACTORY -> IMPROVEMENT_FACTORY
IMPROVEMENT_3FACTORY_2 -> IMPROVEMENT_FACTORY_COLD_CLIMATE
IMPROVEMENT_5FACTORY -> IMPROVEMENT_MANUFACTURING_COMPLEX
IMPROVEMENT_ABATIS -> IMPROVEMENT_ABATIS_THORN_HEDGE
IMPROVEMENT_BEACON_GREAT_BARRIER -> IMPROVEMENT_BEACON_GREAT_BARRIER_REEF
IMPROVEMENT_BUNKER -> IMPROVEMENT_COMMAND_BUNKER
IMPROVEMENT_CAMP -> IMPROVEMENT_HUNTING_CAMP
IMPROVEMENT_CISLUNAR_MILITARY_BASE -> IMPROVEMENT_CISLUNAR_BASE
IMPROVEMENT_DEEP_SPACE_MILITARY_BASE -> IMPROVEMENT_SOLAR_SYSTEM_BASE
IMPROVEMENT_DESERTWINDMILL -> IMPROVEMENT_MODERN_WINDMILL
IMPROVEMENT_EXPANDED_HABITAT -> IMPROVEMENT_CISLUNAR_EXPANSION_MODULE
IMPROVEMENT_EXPLORETEMPLE -> IMPROVEMENT_ARCHEOLOGICAL_SITE
IMPROVEMENT_FARMSCRAPER -> IMPROVEMENT_VERTICAL_FARM
IMPROVEMENT_FOSSIL_DIGSITE -> IMPROVEMENT_FOSSIL_DIG_SITE
IMPROVEMENT_FRUIT_GATHERER -> IMPROVEMENT_FRUIT_GATHERING_CAMP
IMPROVEMENT_FRUIT_PICKER -> IMPROVEMENT_FRUIT_PICKING_CAMP
IMPROVEMENT_FUTURE_BUNKER -> IMPROVEMENT_COMMAND_CENTER
IMPROVEMENT_GEOTHERMAL_BOREHOLE -> IMPROVEMENT_GEOTHERMAL_FACTORY
IMPROVEMENT_GRAIN_GATHERER -> IMPROVEMENT_SEED_CAMP
IMPROVEMENT_GRAPE_GATHERER -> IMPROVEMENT_GRAPE_GATHERING_CAMP
IMPROVEMENT_GRAPE_PICKER -> IMPROVEMENT_GRAPE_PICKING_CAMP
IMPROVEMENT_HABITAT1 -> IMPROVEMENT_COLONY_HABITAT_SMALL
IMPROVEMENT_HABITAT2 -> IMPROVEMENT_COLONY_HABITAT_MEDIUM
IMPROVEMENT_HABITAT3 -> IMPROVEMENT_COLONY_HABITAT_LARGE
IMPROVEMENT_HABITAT4 -> IMPROVEMENT_COLONY_HABITAT_HUGE
IMPROVEMENT_HELIOFORM -> IMPROVEMENT_HELIOFORMED_BROWN_DWARF
IMPROVEMENT_HYDRO_PLANT -> IMPROVEMENT_HYDRO_DAM
IMPROVEMENT_INDIGENOUS_PEOPLE -> IMPROVEMENT_INDIGENOUS_COMMUNITY
IMPROVEMENT_INTERSTELLAR_MILITARY_BASE -> IMPROVEMENT_INTERSTELLAR_BASE
IMPROVEMENT_LIGHTHOUSE_GREAT_BARRIER -> IMPROVEMENT_LIGHTHOUSE_GREAT_BARRIER_REEF
IMPROVEMENT_LUNAR_BASE_IMPROVEMENT -> IMPROVEMENT_LUNAR_BASE
IMPROVEMENT_MARS_FARM -> IMPROVEMENT_MARTIAN_FARM
IMPROVEMENT_MARS_MINE -> IMPROVEMENT_MARTIAN_MINE
IMPROVEMENT_PALISADE -> IMPROVEMENT_WOODEN_PALISADE
IMPROVEMENT_PINE_GATHERER -> IMPROVEMENT_WOOD_GATHERER
IMPROVEMENT_PLANT_GATHERER -> IMPROVEMENT_PLANT_GATHERING_CAMP
IMPROVEMENT_PLANT_PICKER -> IMPROVEMENT_PLANT_PICKING_CAMP
IMPROVEMENT_RADAR -> IMPROVEMENT_RADAR_TOWER
IMPROVEMENT_ROCK_GATHERER -> IMPROVEMENT_STONE_TOOLS_WORKSHOP
IMPROVEMENT_SAFARI -> IMPROVEMENT_WILDLIFE_SANCTUARY
IMPROVEMENT_SEA_AIR_DEFENSE -> IMPROVEMENT_AQUATIC_ANTI_AIR_DEFENSE
IMPROVEMENT_SEA_FORT -> IMPROVEMENT_AQUATIC_FORCEFIELD
IMPROVEMENT_SPACE_SOLAR_CONCENTRATOR -> IMPROVEMENT_SOLAR_CONCENTRATOR
IMPROVEMENT_SPACE_STATION1 -> IMPROVEMENT_SPACE_STATION_LV1
IMPROVEMENT_SPACE_STATION2 -> IMPROVEMENT_SPACE_STATION_LV2
IMPROVEMENT_SPACE_STATION3 -> IMPROVEMENT_SPACE_STATION_LV3
IMPROVEMENT_STEEL_TOWER -> IMPROVEMENT_STEEL_WATCHTOWER
IMPROVEMENT_STONECIRCLE -> IMPROVEMENT_STONE_CIRCLE
IMPROVEMENT_STONE_TOWER -> IMPROVEMENT_STONE_WATCHTOWER
IMPROVEMENT_SUBURB -> IMPROVEMENT_SUBURBS
IMPROVEMENT_TRADING_PLANET -> IMPROVEMENT_INTERSTELLAR_TRADING_POST
IMPROVEMENT_WELL -> IMPROVEMENT_HYDROCARBON_WELL
IMPROVEMENT_WINDMILL_SEA -> IMPROVEMENT_SEA_MILL
IMPROVEMENT_WOODEN_TOWER -> IMPROVEMENT_WOODEN_WATCHTOWER

TERRAFORMING IMPROVEMENTS (They add bonus/feature/terrain and then should disappear).
IMPROVEMENT_BUILD_ASTEROID -> IMPROVEMENT_PLACE_ASTEROID
IMPROVEMENT_BUILD_GALAXY -> IMPROVEMENT_PLACE_GALAXY
IMPROVEMENT_PLANT_BAMBOO -> IMPROVEMENT_PLANT_BAMBOO_GROVE
IMPROVEMENT_PLANT_FOREST -> IMPROVEMENT_YOUNG_FOREST
IMPROVEMENT_MAKE_JUNGLE -> IMPROVEMENT_PLANT_JUNGLE


No more weird names like 5factory :D
 
It is nice to see we no longer have the character limit on these names. Unless of course the limit was only sort of removed by truncation the name for internal use. If so it will cause problems when something has the same x first characters as something else.
 
I renamed improvements to match what is displayed in game.

No more weird names like 5factory :D
Are you doing cultures? Because there are still some spelling mistakes. Off the top of my head:
'Chechenian' should be 'Chechen'.
Going the other way, 'Panaman' should be 'Panamanian'.
And I really think 'Averni' should be 'Arverni'. Wikipedia says both are valid, but I'm fairly sure any source that had 'Averni' was also an error.
 
Are you doing cultures? Because there are still some spelling mistakes. Off the top of my head:
'Chechenian' should be 'Chechen'.
Going the other way, 'Panaman' should be 'Panamanian'.
And I really think 'Averni' should be 'Arverni'. Wikipedia says both are valid, but I'm fairly sure any source that had 'Averni' was also an error.
I did renaming of cultural resources among others to have same name as displayed name, but I didn't check for spelling mistakes unless it was very obvious.
 
It is nice to see we no longer have the character limit on these names. Unless of course the limit was only sort of removed by truncation the name for internal use. If so it will cause problems when something has the same x first characters as something else.
This is one of longest entries ;)
UNITCOMBAT_WEAPON_STYLE_SIDEARM_TWO_HANDED_PLUS_SHIELD
UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY
So game was fine with these all the time.
Or those longest ones are unique.

I searched for <type> in info files and then used this hackery to sot them by length.
Building/classes and unitcombats are longest here generally.
 
Last edited:
This is one of longest entries ;)
UNITCOMBAT_WEAPON_STYLE_SIDEARM_TWO_HANDED_PLUS_SHIELD
UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY
So game was fine with these all the time.
Or those longest ones are unique.
Not all the time in vanilla there is a 30 or 32 character limit on such names.
 
This is one of longest entries ;)
UNITCOMBAT_WEAPON_STYLE_SIDEARM_TWO_HANDED_PLUS_SHIELD
UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY
So game was fine with these all the time.
Or those longest ones are unique.

I searched for <type> in info files and then used this hackery to sot them by length.
Building/classes and unitcombats are longest here generally.
Don't be lookin' to break those btw... took a lot of time figuring out how to setup those categories for the project they'll pertain to when I get to it.
 
Don't be lookin' to break those btw... took a lot of time figuring out how to setup those categories for the project they'll pertain to when I get to it.
I'm just wondering how long those can be safely.
Also I'm not going to rename unitcombat tags.
 
I'm just wondering how long those can be safely.
Also I'm not going to rename unitcombat tags.
I know... I would hope that's the case anyhow. Just making it clear a lot of that is WIP stuff.
 
It seems like those strings can be really long.
I renamed alpha male/female types to
Code:
<BuildingClassInfo>
            <Type>BUILDINGCLASS_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA</Type>
            <Description>TXT_KEY_BUILDING_ALPHAMALES</Description>
            <iMaxGlobalInstances>-1</iMaxGlobalInstances>
            <iMaxTeamInstances>-1</iMaxTeamInstances>
            <iMaxPlayerInstances>-1</iMaxPlayerInstances>
            <DefaultBuilding>BUILDING_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA</DefaultBuilding>
        </BuildingClassInfo>
        <BuildingClassInfo>
            <Type>BUILDINGCLASS_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB</Type>
            <Description>TXT_KEY_BUILDING_ALPHAFEMALES</Description>
            <iMaxGlobalInstances>-1</iMaxGlobalInstances>
            <iMaxTeamInstances>-1</iMaxTeamInstances>
            <iMaxPlayerInstances>-1</iMaxPlayerInstances>
            <DefaultBuilding>BUILDING_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB</DefaultBuilding>
        </BuildingClassInfo>
Code:
        <BuildingInfo>
            <!-- Alpha Female -->
            <BuildingClass>BUILDINGCLASS_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB</BuildingClass>
            <Type>BUILDING_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB</Type>
            <EnabledCivilizationTypes>
                <EnabledCivilizationType>
                    <CivilizationType>CIVILIZATION_NPC_NEANDERTHAL</CivilizationType>
                </EnabledCivilizationType>
            </EnabledCivilizationTypes>
            <Description>TXT_KEY_BUILDING_ALPHAFEMALES</Description>
            <Civilopedia>TXT_KEY_BUILDING_ALPHAGENDER_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_ALPHAFEMALES_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_ALPHAFEMALES</ArtDefineTag>
            <!-- Prerequisites -->
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <PrereqOrCivics>
                <PrereqCivic>
                    <CivicOption>CIVIC_STRONGMAN</CivicOption>
                    <bPrereqCivic>1</bPrereqCivic>
                </PrereqCivic>
            </PrereqOrCivics>
            <bRequiresActiveCivics>1</bRequiresActiveCivics>
            <!-- Obsolescence -->
            <ObsoleteTech>TECH_MATRIARCHY</ObsoleteTech>
            <!-- Construction cost -->
            <iCost>5</iCost>
            <!-- Main effects -->
            <YieldChanges>
                <iYield>1</iYield>
            </YieldChanges>
            <!-- Other -->
            <Flavors>
                <Flavor>
                    <FlavorType>FLAVOR_GROWTH</FlavorType>
                    <iFlavor>5</iFlavor>
                </Flavor>
            </Flavors>
            <!-- Properties diffusion -->
            <PropertyManipulators>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_DISEASE</PropertyType>
                    <iAmountPerTurn>-3</iAmountPerTurn>
                </PropertySource>
            </PropertyManipulators>
            <!-- Revolution mod -->
            <iRevIdxLocal>-2</iRevIdxLocal>
            <iAIWeight>1</iAIWeight>
        </BuildingInfo>
        <BuildingInfo>
            <!-- Alpha Male -->
            <BuildingClass>BUILDINGCLASS_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA</BuildingClass>
            <Type>BUILDING_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA</Type>
            <EnabledCivilizationTypes>
                <EnabledCivilizationType>
                    <CivilizationType>CIVILIZATION_NPC_NEANDERTHAL</CivilizationType>
                </EnabledCivilizationType>
            </EnabledCivilizationTypes>
            <Description>TXT_KEY_BUILDING_ALPHAMALES</Description>
            <Civilopedia>TXT_KEY_BUILDING_ALPHAGENDER_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_ALPHAMALES_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_ALPHAMALES</ArtDefineTag>
            <!-- Prerequisites -->
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <PrereqOrCivics>
                <PrereqCivic>
                    <CivicOption>CIVIC_STRONGMAN</CivicOption>
                    <bPrereqCivic>1</bPrereqCivic>
                </PrereqCivic>
            </PrereqOrCivics>
            <bRequiresActiveCivics>1</bRequiresActiveCivics>
            <!-- Obsolescence -->
            <ObsoleteTech>TECH_PATRIARCHY</ObsoleteTech>
            <!-- Construction cost -->
            <iCost>5</iCost>
            <!-- Main effects -->
            <YieldChanges>
                <iYield>0</iYield>
                <iYield>1</iYield>
            </YieldChanges>
            <!-- Other -->
            <Flavors>
                <Flavor>
                    <FlavorType>FLAVOR_PRODUCTION</FlavorType>
                    <iFlavor>5</iFlavor>
                </Flavor>
            </Flavors>
            <!-- Properties diffusion -->
            <PropertyManipulators>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_CRIME</PropertyType>
                    <iAmountPerTurn>-3</iAmountPerTurn>
                </PropertySource>
            </PropertyManipulators>
            <!-- Revolution mod -->
            <iRevIdxLocal>-2</iRevIdxLocal>
            <iAIWeight>1</iAIWeight>
        </BuildingInfo>
and they work correctly.
 
Please change these back to how they were:
FEATURE_FOREST_BURNT -> FEATURE_BURNT_FOREST
FEATURE_FOREST_NEW -> FEATURE_YOUNG_FOREST
FEATURE_FOREST_OLD -> FEATURE_ANCIENT_FOREST
or alternatively:
FEATURE_BURNT_FOREST → FEATURE_FOREST_BURNT
FEATURE_YOUNG_FOREST → FEATURE_FOREST_YOUNG
FEATURE_ANCIENT_FOREST → FEATURE_FOREST_ANCIENT

Category should always come before subcategory in type name so that their TXT_KEY_X can be alphabetically sorted/grouped together.
 
Please change these back to how they were:
FEATURE_FOREST_BURNT -> FEATURE_BURNT_FOREST
FEATURE_FOREST_NEW -> FEATURE_YOUNG_FOREST
FEATURE_FOREST_OLD -> FEATURE_ANCIENT_FOREST
or alternatively:
FEATURE_BURNT_FOREST → FEATURE_FOREST_BURNT
FEATURE_YOUNG_FOREST → FEATURE_FOREST_YOUNG
FEATURE_ANCIENT_FOREST → FEATURE_FOREST_ANCIENT

Category should always come before subcategory in type name so that their TXT_KEY_X can be alphabetically sorted/grouped together.
So same thing should be done to coasts/seas/oceans/trenches?
 
Top Bottom