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[SDK MODCOMP] Civ4 Comunity Core Project for Warlords

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Did you get my last email with the .5 source? If not I will resend.

Oh documentation I was thinking about doing something on that front after I merge this into unaltered which is my next project after public .5 gets out. I was going to write up some examples of how to use unaltered as a "starting point" for mod creation and give examples on how to add things.

As long as we keep good change logs I should be able to catch up.

The other option is to use the wiki..... that way we can all edit it.

I have no immediate needs for the stuff I posted earlier, I just felt that they fit with the current plan of xml tags. We can add them in later lord only knows there not going anywhere.

IIRC he has game enums allready in for options although i have not checked it. But he kept the define in so that it could be disabled on the mod maker level (which i do happen to like if thats actualy the case) since im not 100% sold on stack attack yet.

I'd still like to know whats different from using <bKamakazi> or using the missile stuff.

None the less I will merge them, needed to sooner or later bombardment and MAD where on the plan although i still like TheLopez implementation about assigning MAD to a building and the pretty advisor screen. Either way I think we could wrap it later if we wanted to, since thats essentialy what he did anyway wrap Dale's code.
 
Source Dump Link in PM
 
Thanks Ket I got it, time to get coding
 
I might have an SDK bug, trying to isolate it now against 2.0.0.4
 
Isolated...


Severity 2 Issue Against the 2.0.0.4 Code Base

Validated behavor exists in a plane jane CCCP install
Validated behavor does not exist with no mod loaded

Bug Report:
We are somehow sending religion across borders that are not crossable, in this case we are sending them over ocean squares before the proper tech is researched.

Reproduction Steps
1) Install CCCP Assets into a mod folder
2) Load Mod Start Game And Select Large Archipelago Map I selected High Sea Level and Archipelago land type this was to put as much ocean between me and the other players
3) Engage Debug Mode ~ (Chipolte cheat code needs to be in INI)
4) game.aiplay 30
5) Once control goes back to me, press CTRL Z this will global debug mode.
6) Press F4 and see if nations are passing contact, if so check to see if they share religion. Validate that they should not be (seperated by ocean) check the tech screen for each nation (there is a drop down)
7) Optional: you may have to engage game.aiplay for another 20 or so turns.

Control
Same steps will not reproduce behavior without the 2.0.0.4 .DLL (Standard game no mod)
 
I seem to remember this kind of thing happening in unmoded Civ4, nothing in the CCCP has to my knowlage changed Religion spreading so its possibly some accidental hold over from vanilla Civ4. What ever the cause its a bug and will need squashing.

I'll been playing the latest XL build and noticed that I sometimes suddenly get contact with a player who is across the Ocean when their no possible way for them to have sailed over yet. These two might be related somehow.
 
Good news the XML modular loading is up and running. This is a derivitive of Chinnese Americans XML loading, all I've done is to change the file search pathways to do much much wider searching but have stricter file name endings. The result is that new content can be packaged into a single folder containing little micro-xml files. In addition changes to an existing unit can be packaged up the same way and they will over-ride the base files, the key is if the Tag matches something in the base file it will over-ride, if not its considered an addition.

As a proof of concept I've created a single folder package which adds the Mark V tank to the game without altering a single existing file. Simply by adding or removing the Mark V folder from the new Custom Units folder the unit can be added or removed. All the Units art assests are within the folder (actulay just one button because the Mark V is a "lost unit" made by Firaxis, truly new custom stuff will work just as well) and the Art Define pathways are changed to reflect this.

The only major drawback at this point is that theirs no Support for CityLsystem which is nessary for any Building to apear on the map. Anyone wanting to add a Building will need to alter this file the old fashioned way. The other minor issue is that the Schema's must be included with the package as the game looks for the Schema in the same folder as the xml file its checking. The Schemas end up being the largest part or the new folder if your not adding any Art for your unit, for example this folder contains 50KB worth of Schema in a 65KB folder which should not be too much of an issue for most people especialy considering that in the past all units distrobutions had to include the whole XML file, I'd like to find a way to make the micro-xml's reference the main schemas. Needless to say failure to include the Schema will result in an XML load error.

The rules for File names are stratiforward, non-art Defines need to end in the top level tag for that file pre-pended with an underscore (_). So for example
The CIV4UnitInfos.xml contains a units core data in a <UnitInfo> element and the top level tag is <CIV4UnitInfos>. To include a micro-xml file for that piece of info name the File *_CIV4UnitInfos.xml, * being a wildcard of any number of characters preferably the name of your Unit. ArtDefines have the additional requirement that you must use one of the following endings...

*_CIV4ArtDefines_Unit
*_CIV4ArtDefines_Building
*_CIV4ArtDefines_Improvment
*_CIV4ArtDefines_Civilization
*_CIV4ArtDefines_Leaderhead
*_CIV4ArtDefines_Bonus

Also for ALL micro-xml's do not include the normal xml declaration at the top of the file that looks like this

<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->

Just put the root element on the first line, see the Mark V files as an example

To use download the 2.00.05 Asset Package or Higher placing it in CustomAssets as with any CCCP download, Create a new "Custom Units" directory under CustomAssets XML or in a Mod Assets/XML directory. Download the attached folder and place it in Custom Units folder and run.
 

Attachments

I would consider this issue blocking.

The contact, and religious spreading as well as trade are all related, we are doing something to oceans in 2.0.0.4 to mitigate them. This issue occurs with the 2.0.0.4 .DLL and not just XL....

Although I have some other issues in XL that are amplifying this problem as well. Which is what caused me to start testing with an empty python directory then base 2.0.0.4 then Vanilla warlords where this issue does not exist.


Just to reiterate the problem is NOT religious spread its OCEANS.... The contact bug is one and the same with the religious spread bug, and you will also notice trade between two people separated by ocean.

I will re-validate that it is happening without XL.... Though...
 
Please ignore my last source dump. I am re-syncing my source to you. (2.0.0.5)
I will send you another source dump once I get close to .6 of XL or you get close to 2.0.0.6 of CCCP.
 
Logging Bug Against 2.0.0.5

Sevopedia will python exception out with the 2.0.0.5 build.
 
Wait, Clear issue possibly... I'll update if its actually broken. Looks like I may have corrupt fonts.
Confirmed, Bug above was caused by a corrupt fonts file, please disregard and close
 
Ok this one is real....


C++ Runtime Error something to do with mousing over invisible units and help text.



Further testing shows that it is with any invisible unit (including subs)


----------------------
Foreign Advisor/Tech screen suddenly dead...
 
La la la la la nothing to see here... Edited cause im silly
 
Elaborate a bit more on the selecting invisibles bug, I've never experienced anything like this myself. I assume all that is nessary is to select one of my own units which is invisible (Spy or Sub). Is it confirmed to occure withour modified XML files?
 
I have not confirmed it under plain jane configuration and I should...

Its happening when you mouse over a location where a invisible unit is located, not yours... You don't even know its there (hence it was a bit tough to figure out what was pushing it). I'll try to get some more data to you on it, like what the python is calling. Gerkies gave me some good info on how to debug what the python is sending and receiving and interpreting the errors.

To set up the test case just go into worldbuilder and drop a few enemy subs. Then drop a battleship (friendly) near them switch back out of worldbuilder. So the units become invisible again.. Mouse over there area.
 
I'm doing my compile for XL .6...
I was able to close off your return true for the isConnected problem.

I also merged in a few things as you will see. Will PM with the source link
 
Ok I was able to confirm and isolate the "Invisible" bug posted above to a base CCCP install.
 
I'm be able to quite a bit of work this weekend on the DLL, I'll look at integrating a few more mods from the last 2 code dumbs you sent me and see if I can track down this invisible bug.

I'll also try to find some time to make a full Civ demonstration/test of modular XML loading which I will shop around to the makers of CivGold to see if their interested in using the method.

I'll also look at getting the new Trait system up and running.

I've done some more brainstorming on the Christ Redemer statue, my current thinking is:
1-We Love the King Day currently sucks, as it only gives a few measly gold, thus I need to completly alter the WLTKD effect.
2- The Lets make WLTKD a localized Golden Age with bonus Hammer and Commerce and have it Stack with Golden Ages as well.
3- CR will give an endless WLTKD in the City it is built in, in essense an endless one city Golden Age, Ofcorse the wonder will occure very late in the game so as not be be too unbalancing.
 
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