[SDK MODCOMP] Civ4 Comunity Core Project for Warlords

Status
Not open for further replies.
Silly question I know...but you are running warlords right?
 
Yep, Warlords :D

So in summary -

I've got TheLopez's CDA installed in the Custom Assets Warlords folder.
I've got the CCCP installed which enabled the GG mod and replaced the DLL in the process.

However, the CDA doesn't work with the new DLL. Replacing it with CDA's original DLL makes the CDA work but at the expense of the GG mod....

:/
 
Hey, guys,

Great work on this... suggestion: This is carrying over from a discussion had in another thread in this forum.

The new "buildinghappinesschange" tag in the BuildingInfos.xml in Warlords doesn't work... it takes the Building class and assigns the bonus to the building type. So, for example, if I put BUILDINGCLASS_GRANARY in the XML, the result is that it gives the bonus to BUILDING_STABLE... which is obviously no good.

The other issue was whether maybe all of the building bonuses given by other buildings, civics, techs, etc. should be given to the building class as opposed to the types.

Anyway, at the very least, I'd like to see the error fixed, and it would be cool if the other bonuses were changed to building class as well to help people who are adding new civ-specific buildings and to keep conflicts from arising.
 
I will be making this one of my near term priorities, thanks for the head up. Dom can you make a list of each XML tag which is broken in a similar manner?
 
Version 2.00.06 has finaly arived, many little bug squashes and tweaks, some popular Python Screens and the CrownJewel of the release the new Spy Missions.

Remember to download and use the new SpyMissions Modual if you want to play with the spy Missions. Also note that all the Defines for the Spy Missions are on the GlobalDefinesExt.xml ware you can tweak the difficulty, cost and rewards for most of the missions.
 
Camps: Mongolian and Barbarian

You will have seen the new unit "Camp", which generates units in two WL scenarios.
This Camp unit, is a no-defense, no-attack movable piece, used to produce new units, but with different capacities.
It works in different ways, the Mongolian camp produce random units out of a list (it can also produce another camp unit); you can affect what units are generated by having the camp in a particular terrain location.
The Barbarian camp is a lot more interesting.
You buy units in a special F4 screen, where you can also buy promotions for your units.

Now, in these scenarios, the camp-owning player is bent on destroying all the other civs, having no ability to produce settlers. The Mongols actually can capture enemy cities and use them (almost) normally, but no settlers. So, they are special situation.

My query/suggestion/proposal is this:
Would it be possible to have a Camp unit?
It could be generated by removing a city of a certain size (3, 5, whatever) from play -- which becomes a camp unit -- or it could be built at great expense (like a Wonder).
What would be the purpose of such a unit?
Well, it could be used for particular scenarios/mods where one postpones the building of settlers till a later time.
Or for situations where you want to conquer/colonize another continent, without actually settling down.

Thank you
 
Hiya guys. This looks like its coming along VERY nicely. Now that my computer is up and running, I have gotten back into the modding, and am happy to report that my <SpecialistYields> and <TradeCommerce> Civics tags are nearly complete (just need to test them to ensure they work). All I need to do then is do a NonStateReligion version of Commerce and Yield modifiers (will hopefully be easy now I have StateReligion versions), and I have decided to do StateReligion health in the normal way (otherwise, the bonii or penalties would be % based, which is not the way I want to go).
Anyway, I predict this will take another 1-2 weeks to finish, at which point I can release everything for use in the CCCP. Great work guys, I am proud to be even a small part of this amazing project :).

Aussie_Lurker.
 
civ4ludo: I belive that Camp units effects were produced in Python, look in that mods Assets/Python/EventManager.py and you will likley find an onGameturn function which is responsible for generating the units, if so then it should be easily modified to fit other senarios.

Aussie: This is excelent to hear, I'm wondering is plan for your Specialist Yields modifier specific for an individual Specialist type (like Angkor Wat) or just an all Specialist effect (like Sistene Chapal). I've done a mod that alows techs to give a specific specialist a Commerce bonus, you might find that code usefull as I changed the manor in which Specialist Bonuses are aplied to the CvPlayer object, previously it had only been possible to give a specific specialist a Yield bonus, I added an Matrix that allows specific Commerce bonuses as well. An all specialist bonus can be created by simply looping through the matrix and modifying all the values so its possible to do either kind of tag or even both on a Civic/Tech/Building/etc etc without much difficulty. I would suspect your planning an all specialist Yield modifier to match the style already used in Representation.

On another note, I've rearanged the order of XML file loading so that Traits are after BuildingClassInfo. This is the first step in creating a <BuilingClassProductionModifiers> tag on Traits so the present system of having each building reference the Trait the gives it a bonus can be reversed, the Trait will specify BuildingClasses and all of them will be effected. This makes it a lot easier for mod makers to integrate an improved Trait system I'm working on as it wont need to mess with the BuildingInfos.xml. As an added bonus it future proofs the system from new UniqueBuildings people might add to the system.

A new Spy oriented Trait "Cunning" will acompany the next release, It gives a global +25% chance of spy Success (thats a modifier on the normal calculated success not a flat incresse so a 50% chance would become 62%) a -50% cost of Spy Mission and a production bonus on Spies through the SpecialUnitClass method, the same way I gave Spiritual increesed Missionary production. Someday I'll probably add a national unit limit incresse.
 
Impaler: This has nothing to do with this Mod, I just noticed that the link in your signature isn't working. I was curious what new traits you were making.
 
Oh yes I do need to fix that darn sig (the site that hosted that mod is down)

New Traits mod will bring the total number of traits to 20, existing traits are modified and the rest are new traits. Many new XML tags are added to the Trait XML file which create new effects and whole traits made out of them. I would post a preview but I'm bussy hacking the source, It should be done soon then you can see it in all its glory.
 
Hi Impaler. The SpecialistYieldBonus is the flip-side of the CommerceBonus you get with civics like Representation-so it will be a broad effect rather than specific (though I hope to add such a tag to civicsinfo later down the track!).
As it turns out. My difficulties have been with tradecommerce, NOT specialist infos. Will have to go over the CvCity code again to see where I am going wrong.

Aussie_Lurker.
 
Their is a <TradeYieldModifiers> on Traits which could serve as a basis for what your trying to do, I suspect your looking for an effect like that of the Harbor but aplied across the whole empire. If you get stumped just give me a ring.
 
Has any one else had problems with air strikes with version 2.00.6? Air strikes don't seem to work at all.
 
Any chance of implementing an <InactiveWithoutBonus> tag for buildings, so that a building becomes inactive when you no longer possess the resource required for the construction of the building?
 
Hey Impaler, just wanted to let you know that I am on the verge of releasing the 'public beta' my modified CivicsInfos schema to the general population. I am sorry that I didn't make use of your idea of Health as a commerce, btw, but I will happily hand over all the modified code so that you can adapt all my changes for your CCCP. Most of it-like SpecialistExtraYields-shouldn't need more than copy and paste though ;).
Anyway, just thought I should give you the heads up.

Aussie_Lurker.
 
I started A new thread in the Civ Gold forum.... I will take on the task of getting it CCCP compatible. Gimme some info on things I may need to include to the xml files. Is it necessary to put in proper texting for thigns like cities and diplomacy... I see that some units may require new options and yet have them turned off. I'm rarin' to go on this since It has just been released and is now Warlords compatible. I WANT to be able to use my favourite mod comps.
 
Ah CivGold that should be nice, infact I dont realy think it will be that hard, CivGold is almost entirly XML and art Assets yes? If so their will be no conflicts with any of the CCCP files, its only XML files are schemas which are back compatable with normal WL files. All new tags will be default off and IF you want to enable them you just add it in with some non zero value, but make shure you use the Schema to place the tag in the correct spot, the order must match perfectly.

I'll go Download this latest CivGold material and see to combining it.
 
Hi,

Ive been fiddling around with some of the new XML tags enabled by the CCCP and have had trouble with getting Impaler's Specialist Commerce/Yield Changes with Tech tag to work.

I copy and pasted the tag over from Angkor Wat and it gives +1 :hammers: to Priest (as expected) but also to the citizen.

If i change the specialist type to engineer then it goes to all of the normal civ specialists (but not to any of my extra specialists).

I wanted to make the tech Engineering give +1:hammers: to all engineers.

Heres my code for TECH_ENGINEERING

Spoiler :

Code:
	<TechInfo>
			<Type>TECH_ENGINEERING</Type>
			<Description>TXT_KEY_TECH_ENGINEERING</Description>
			<Civilopedia>TXT_KEY_TECH_ENGINEERING_PEDIA</Civilopedia>
			<Help/>
			<Strategy>TXT_KEY_TECH_ENGINEERING_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<iAIWeight>0</iAIWeight>
			<iAITradeModifier>0</iAITradeModifier>
			<iCost>1000</iCost>
			<Era>ERA_MEDIEVAL</Era>
			<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
			<iFeatureProductionModifier>0</iFeatureProductionModifier>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iFirstFreeTechs>0</iFirstFreeTechs>
			<iAsset>24</iAsset>
			<iPower>0</iPower>
			<bRepeat>0</bRepeat>
			<bTrade>1</bTrade>
			<bDisable>0</bDisable>
			<bGoodyTech>0</bGoodyTech>
			<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
			<bMapCentering>0</bMapCentering>
			<bMapVisible>0</bMapVisible>
			<bMapTrading>0</bMapTrading>
			<bTechTrading>0</bTechTrading>
			<bGoldTrading>0</bGoldTrading>
			<bOpenBordersTrading>0</bOpenBordersTrading>
			<bDefensivePactTrading>0</bDefensivePactTrading>
			<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
			<bVassalTrading>0</bVassalTrading>
			<bBridgeBuilding>0</bBridgeBuilding>
			<bIrrigation>0</bIrrigation>
			<bIgnoreIrrigation>0</bIgnoreIrrigation>
			<bWaterWork>0</bWaterWork>
			<iGridX>7</iGridX>
			<iGridY>4</iGridY>
			<DomainExtraMoves/>
			<CommerceFlexible/>
			<TerrainTrades/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_MILITARY</FlavorType>
					<iFlavor>2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>8</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_SCIENCE</FlavorType>
					<iFlavor>5</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>7</iFlavor>
				</Flavor>
			</Flavors>
			<OrPreReqs>
				<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			</OrPreReqs>
			<AndPreReqs>
				<PrereqTech>TECH_MACHINERY</PrereqTech>
			</AndPreReqs>
			<Quote>TXT_KEY_TECH_ENGINEERING_QUOTE</Quote>
			<Sound>AS2D_TECH_ENGINEERING</Sound>
			<SoundMP>AS2D_TECH_MP_ENGINEERING</SoundMP>
			<Button>,Art/Interface/Buttons/TechTree/Engineering.dds,Art/Interface/Buttons/TechTree_Atlas.dds,7,3</Button>
			<SpecialistYieldChanges>
				<SpecialistYieldChange>
					<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
					<YieldChanges>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</SpecialistYieldChange>
			</SpecialistYieldChanges>
		</TechInfo>

Have I done something wrong or is there a problem with the SDK code? Im assuming its me. Has anyone else got this to work?

Thanks for any help

-Curns
 
Well, the XML looks good to me, so I am guessing its your SDK. Can you post it here for us to look at?

Aussie_Lurker.
 
I've doubled checked it and it dose apear their is an erronious listing on the Engingering Tech Pedia page, but the Actualy in game effect is correctly being applied. Also if you go to the Pedia Specialist pages the Engineer lists its outputs and has a line for each bonus either from Technologies or from local Buildings. Also the mouse over of the specialist portrait when in the Cityview is correct. The bad text seems to be isolated to the Pedia so its probably something rather minor to fix like an unessary loop. I'll correct it in the next version. Thanks for the bug reports

PS. The listing you had dosn't seem to match the schema, the SpecialistYieldChanges tag should go after the <FirstFreeUnit> tag near the top of the list. Dose it not give you a Schema violation with that ordering?
 
Status
Not open for further replies.
Back
Top Bottom