THE Civ of the Week Thread!

Are you editing the original civ files, or are you editing these in custom assets, or editing these in their own mod file? If you are doing the first, then you will mess up the game files; the second I wouldn't advise for modding; and the third is what is supposed to occur while modding. Anyhow, Mamba is correct - you can have as many Civ4GameText files as you want, so keep the Vandals one as is.

/I was editing files from the BTS/assets/xml and each of the sub folders in there, as well as the xml files that came with the CotW... is this wrong?
 
Unfortunately yes. You should never, under any circumstances, modify the original game files. You should only modify the files that are in the mods folder. That's not because modifying the original game files actually causes problems per se, but the thing is if you do make a mistake of some sort in the original game files - as it seems like you have done here - then it will effect the entire game and possibly force you to reinstall.

The only files you need to edit in your case are those in the CotW's folder and whatever mod you're combining it with (or if you're making a new modular one).

If you want some reference on how to create or add new civilizations, you can look up these tutorials in the spoilers below. There are probably a few more good tutorials and guides I couldn't find, but anyhow:




Sorry if this is kind of a pain to do. However, I generally don't do modular because 1) I'm a very conservative modder, and, more importantly, 2) it's more difficult to add diplomacy music to modular civs (apparently the only viable method, if I remember correctly, requires some python changes and I really don't want to have to go through that) and diplomacy music IS one of the trademark features of CotWs, and also because I have a special fondness for diplomacy music (since it was how I got started in modding), so I don't want to remove that aspect.
 
Unfortunately yes. You should never, under any circumstances, modify the original game files. You should only modify the files that are in the mods folder. That's not because modifying the original game files actually causes problems per se, but the thing is if you do make a mistake of some sort in the original game files - as it seems like you have done here - then it will effect the entire game and possibly force you to reinstall.

The only files you need to edit in your case are those in the CotW's folder and whatever mod you're combining it with (or if you're making a new modular one).

Oooooh, that makes sense haha. Hopefully this will work next time. Thanks for the help everyone
 
As I wrote I would in my earlier post, I'm back today looking at the answers.

I know I'm bound to end up doing some mistakes as it is my first attempt at a mod. Therefore, all hints you have given is welcome.

@veBear: Jeg er i ferd med å sjekke text-xml'ene. Jeg blir nok ikke ferdig med den jobben før helgen er over...

...however, I have not seen any reference to TXT_[ANYTHING] in the Sevopedia. The pages with missing information simply has a button of the UU or UB in the upper left corner, with a blank page as everything else.

I have also playtested a little more now...and I found out that upon meeting a civilization for the first time - the text for AI_DIPLO_FIRST_CONTACT_LEADER_[XXX]_1 is missing in the popup as I meet them. I see the answers, though (the two lines to choose between war/peace). Also, as soon as i click on the peace-line the next response from the AI is visible text as expected. I don't know if this is related to the Sevopedia-thingy or if I just have screwed up things even more.

What I did was to check upon meeting each civ that the FIRST_CONTACT lines were missing or not. Only the Gokturks were working properly. So I copied (and renamed) the Gokturk_Civ4DiplomacyInfos.xml and the corresponding schema-file from Gokturks to Siberia (Kuchum missed his FIRST_CONTACT line upon meeting as well). I believe Siberia is veBear's civ. I did then change the lines to correspond to the Siberia civ's leader Kuchum. This only confirmed my faith in my own hand doing something wrong here...as both Anglo-Saxons and Siberia missed the FIRST_CONTACT line while Gokturk's actually worked fine.

I am stuck at the moment, but not giving up. I hope for a revelation about something wrong I have done...I hope it is me...that way I can actually fix it:confused:?

My current work is going through ALL references in the xml-files to the tags in the [CIV]_Civ4GameText.xml files. But wait...does it matter for the loading of the files in the modular form if the names of the files are [CIVNAME]_Civ4[XXX] or Civ4[XXX]_[CIVNAME]?

As mamba wrote:
Spoiler :
It is important that you keep the CIV4... part intact, as CIV uses that part of the filename to determine when to read it.


As for the question of doing this as modules or not. I have not made up my mind as to what is the easier way. It seems from the arguments above that it is better for making the sounds work to not do the new civilizations modular. However, that would require bigger files, as all current civs must be included in the mod as well.

Maybe it would be better to do them modular for the smaller size to download, and then integrate the modular civs into one big personal mod you can have...and expand...in your own BtS/Mods folder as you see fit?

If the above paragraph is correct, then I should do it the other way around...:mischief:...oh my...




Yours Sincerely

Kjotleik of Norway:)


PS! I will do the TXT-checking, and hopefulle look into this thread again on tuesday or wednesday next week. In the meantime...happy civving:cool:
 
My current work is going through ALL references in the xml-files to the tags in the [CIV]_Civ4GameText.xml files. But wait...does it matter for the loading of the files in the modular form if the names of the files are [CIVNAME]_Civ4[XXX] or Civ4[XXX]_[CIVNAME]?

I believe it does matter, it should always be <prefix>_CIV4.....xml

At least most mods do it that way and when I had some modular CIV4Text files which did not do it in that order, their texts were missing (never tried that for any other suffixes).
 
As for the question of doing this as modules or not. I have not made up my mind as to what is the easier way. It seems from the arguments above that it is better for making the sounds work to not do the new civilizations modular. However, that would require bigger files, as all current civs must be included in the mod as well.

I'd go for modular where possible, i.e. only keep the sound files non-modular and keep adding to them.
 
I'd go for modular where possible, i.e. only keep the sound files non-modular and keep adding to them.

Wait, it's possible to have the sound xml be non-modular but the rest of the xml modular? I thought that wasn't possible...


@Kjotleik: It seems you mistyped something there. In the leaders' diplomacy texts, I always type them as AI_DIPLO_FIRST_CONTACT_LEADER_[XXX] and NOT AI_DIPLO_FIRST_CONTACT_LEADER_[XXX]_1. It seems you added that extra part which my original files didn't have. Usually it seems that problems with XML always turn out to be mistypings.
 
You're a bit late. :p

The next civ from the Americas I'll be doing would either be the Tarascans or the Muisca, but I'm not sure where to put it on my queue. It'd probably be after whatever civ I make after the Dzungars.

Eh, I have time :p

Tarascans are fine too.
 
Wait, it's possible to have the sound xml be non-modular but the rest of the xml modular? I thought that wasn't possible...

Of course, essentially 'modular' is always a mix of modular (the mod) and non-modular (vanilla BtS).

Some files simply cannot be modular however (CIV limitation), so you would still have them in the mods Assets/XML subdirectory, overwriting the vanilla file.

The files that can be modular are somewhere else in Assets, so they do not overwrite any vanilla file. They also do not replicate any vanilla definitions (not necessary, as they do not overwrite any files), they only contain their additional information, e.g. the new civ, not the vanilla civs + one new civ.

There are other files which cannot be modular in BtS, e.g. promotions and techs, this is not limited to sounds. so you may have to experiment a bit to see what can be modular and what has issues (not sure there is a definite answer available).

Units, Buildings, Civs, definitely can be modular. Sounds, Promotions, Techs, Diplomacy texts cannot (at least not with vanilla CIV, WoC is more flexible in that regard, but even with WoC, sounds remain non-modular - the other three do become modular however).
 
I'm surprised. I knew all this time it was possible to combine modular and non-modular parts, but somehow I thought that diplomusic was the one case where combining the two didn't work.

Okaaay... I guess that means I'll have to test my first modular civ soon... :shifty: Hmm, might as well do a redux of Vietnam to show my blatant Vietnamese chauvinism. :mwaha:
 
I must first thank you for your suggestions about my problems. I appreciate all help as I am relatively new to this modding thing. You know, even hints that are not helpful is making me think about the way I should make my mod...:goodjob:

Now I'm into my 3rd attempt. First I tried to do it modular...then I tried a completely non-modular, and now I'm back at modular (with an exception for sound and diplomacy). I didn't know sound/diplomacy wouldn't work modular...but now I do know that.

#cybrxkhan: In the Civ4DiplomacyInfos.xml all leaders' diplo-tags are given as AI_DIPLO_FIRST_CONTACT_LEADER_[XXX]_1. So I changed this tag to include the [_1] ending in the Civ4DiplomacyInfos.xml as well as in the Civ4GameText.xml files for the civilizations I work on. I don't know what significance the [_1] has, but it must have some meaning?

After having changed the diplomacy-texts to non-modular, they all work. No more missing first contact texts when I try to play the game. However, all civilizations seem to not use any other custom diplo-messages. Whenever I talk to them again, they use the generic ones...can this be fixed? And how? I have checked and there are no misspellings. At least, the chance of all of them being mis-spelled by me are microscopical, even though it is possible for one or two to be wrong.

I still haven't found out why I have blank Sevopedia's for some UU's and UB's. There seems to be consistency, though. The Anglo-Saxons missed info for their UB both when I tried to do them modular, and non-modular. I still only get the button showing in the top left corner of the screen, with nothing at all for the rest...

As of now I have included six civilizations in my latest attempt. They are Minoan, Tartessos, Dahomey and Parthia from veBear, Songhai from Dacubz145 and King Solomon (Israel) from nzk13. I have tried both the Vandals and Gokturks. But either I have done something wrong (probable), or there are some faults with the files (not really probable, just marginally possible). Now, both of them work, per-see, but in the Sevopedia the page where their UU is supposed to show, only the top-left button is visible, and the rest of the page is blank. I'll kick myself hard if this is just some stupid mistake that I still haven't gotten my head around.:cry:

I will of course try more of your Civ of the Week civilizations, but it just takes a little bit longer for me to include them, due to the fact that they must be made modular by me before I can test them in my 3rd attempted mod. So I opted to do it the easy way and test it out with modular civilizations, just to see if it works. And yes, when I place sound and diplomacy-text as non-modular, the modules work out perfectly (that is, those that were modular from the creators).

And if you wondered. I have not found any mistakes in the tags. Either I'm blind, or the tags simply are correct...

Well, I hope that I can play my new mod and enjoy it with a couple of new civilizations next weekend. After I'm done including the modular civ's I want, I will once again try to make cybrxkhan's mods work for me. Wish me luck...or perhaps a better brain would do the trick...:D



Yours Sincerely

Kjotleik of Norway:)
 
Alright, the Dzungars are up! Next are the Tarascans.



batuuuuuuuuuuuuuuuuurrrrrrrrrrrr_5k3.jpg


triple_alliance_of_dzungaria_2_W9Z.jpg


Next are the Tarascans, since they were a request.

EDIT:

@Kjotleik:

Glad to see that you're making some progress. I still think that the most likely cause of all the problems you've been having is that you're not spelling things right. Check to see whether you're pointing to the right art files in the ArtDefines, for instance, or whether all of the tags are consistent. Concerning the Diplomacy text, there is nothing special about the [_1]. The most important thing is for all the tags to be consistent. That is, if you have, say, AI_LEADER_JUSTINIAN, then it has to be EXACTLY THE SAME every time you need to put in AI_LEADER_JUSTINIAN. You can have whatever you want in those tag lines - for example, ABRAKADABRA or WHATHTEJFIJE or 12345FRENCHFRIES - but the important thing is that they all match up. Those tags are just tags, but again, they all have to match up and be the exact same thing. That, I think, is the issue you're dealing with right now, along with the possibility that the ArtDefines aren't pointing to the right folders.

Hope that helps.
 
^I actually found it off the internet, but if I remember correctly it's based on the Mongol flag, so you might have used something very similar as well.
 
Wow. You're doing so many you're getting to empires I have absolutely never heard of! Keep them coming!

Civ of the Week is definitely achieving its goal, then. :D

That empire reminds me of the fact that I have a map to finish concentrating on that region :mischief:

Is it like a map of Central Asia or something? I'm interested - I always wanted to do a Silk Road scenario for vanilla BtS or for WoL.
 
A simple request. Could you release a BtS version of your Manchurian civ? I had a hell of a time adding your civ to my BtS mod.
 
A simple request. Could you release a BtS version of your Manchurian civ? I had a hell of a time adding your civ to my BtS mod.

I am planning for a BtS version, actually. The only thing is that I have to first make a new version of the Kangxi LH as well, so stay in tuned for that.
 
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