THE Civ of the Week Thread!

@dacubz: Thanks for the map! However, I think I have way too many civ ideas already available at this point. Somehow. :crazyeyes:

@Huayna Capac: Yeah, I couldn't adapt the button you showed me. The one I'm currently using I found on one of the maps of the Mississippi Culture (or something related), where there was a picture of a mask which I thought was simple enough that it could easily be converted into a flag without much hassle. Unfortunately I can't find that picture where I originally took it from...
 
I have a question : when will WOL be updated to include all your new civs?

Of course, WoL won't have all of the Civ of the Weeks, since some of them are too small/unimportant to be featured in WoL. However, as of now, the next version of WoL will tentatively have 10 new civs for the next version (for better or worse there might even be more in later versions), a good number of them being actual Civ of the Weeks already released or those that will be released in the far future; even though I was originally against adding lots of civs to WoL, I couldn't resist the temptation. :( Currently I already have decided on 9 civs, and am trying to figure out what will be the last one.

Another issue is that I'll also have to do all the other stuff too, besides the new civs, such as other new features, fixing up some of the game mechanics from previous versions, and adding in some new components to the way religions work (though it isn't as drastic as it sounds).

Ultimately, I can't say when the next version of WoL will be ready. I might save some of the changes for a later, future version just to save time, but we'll see.

Anyhow, if you have further questions, suggestions, or comments about WoL, especially about these new civs, I'll request that you post them in the main World of Legends... not that it really matters, but the WoL thread has been a little quiet lately. :D
 
First things first...hello Cybrxkhan...and greetings from Norway:)

I enjoy looking at some of your civilizations, and have now tried to turn them into modular civilizations instead of stand-alone mods. The reason for this is that I have some modular civilizations from veBear and Dacubz145 in my in-development personal mod called [Kjotleik's LongPlay]. And I want so much to play with, or rather against, some of your civilizations as well.

I have succeeded in doing this...with one exception.

I have converted The Vandals, Anglo-Saxons and Gokturks into modular civs with this file structure:

[BtS/Mods/Kjotleik's LongPlay/Assets/Modules/CustomCivilizations/[CIV_NAME]

I start the game, and all is good. Except that in the Sevopedia I encounter a strange problem. For the Vandals and Gokturks the page where info about their UU should be there is no information except a button of the unit in the upper left corner, where it always is for other units as well. The page for their UB's are fine. For the Anglo-Saxons it is the UB that is missing information in the Sevopedia, while their UU seems fine.

In each modular civilization I have the following file-structure:

[CIV_NAME]/.....all xml-files here
[CIV_NAME]/Interface/.....graphics-files for civilization
[CIV_NAME]/UB/.....all graphics-files for their unique building
[CIV_NAME]/UU/.....all graphics-files for their unique unit
[CIV_NAME]/Sounds/.....all the mod's sound files
[CIV_NAME]/LH/.....all graphics-files for the leader/leaders

I have all my xml-files named with a [CIV_NAME] in front of their original name to make them only applicable for the one civ. Example: AngloSaxons_CIV4ColorVals.xml

The conversion also means that I only leave information on the single civilization in question in the files in the folder. Much smaller file-sizes, that means.

All references to schema-files in other xml-files have been checked, and are correct. Also the path's of any graphic-files have been checked and found to be correct. The references to the [CIV_NAME]_CIV4GameText.xml in other xml-files have also been looked at, and found to be correct.

And I have tried to copy the schema-file for the units from Anglo-Saxons to Gokturks (and re-named it properly of course) in the hope it was something wrong with that. But it didn't work, same problem as before.

I would really appreciate a pointer as to where to look for an answer. I have tried all I can come up with in my mind, and I'm currently blank on this topic.

It is of course possible to play the game. I do - and enjoy it more and more. But it is simply annoying to not be able to read about the UB of Anglo-Saxons and UU's of Vandals and Gokturks in the Sevopedia:mad:

I suspect I have done something wrong myself. But I cannot fathom what it can be...

Help very much appreciated...very...very...very...much:)




Yours Sincerely

Kjotleik of Norway:)


PS! I will be looking in on this thread again on thursday or friday to check if anyone has answered with a suggestion as to what I can do to fix this...
 
don't use modules :p Why not just put them in the civinfos and the leaders in the leaderinfos etc...
 
@j_mie: Cause modules are an easy way of implementing, quick and with little work. Basically just drop 'n play + you can have multiple modules including different civs in your mod with no effort at all.

Strongly agree, modular is way easier, plus switching a modular civ to normal xml is way easier then visa versa. Please keep em modular;)
 
Bohemia is up! Next are the Dzunghars, before I return to other requests and stuff for WoL and what not. I'm also working on Zimbabwe with veBear, so stay tuned for that.

DOWNLOAD HERE!

ja,_jan_8UD.jpg


islamic_republic_of_bohemia_2_1l4.jpg





----------------------


Concerning modules, cybrxkhan does not do modules. I am a die-hard conservative when it comes to modding. I wish to uphold the great, antediluvian traditions of our modding forebears even into the modern age! :mwaha:

@Kjotleik: Hello! As veBear seems to be suggesting (I don't know Norweigian, but I think I know what veBear is trying to say), the problem might not even be because of a conversion to modular - it might simply be that you mistyped one of the elements as one thing in one file, but another in another. Check to see whether all of the text paths, as veBear said, are correct and match up with each other. I can't tell you how many times I spent an hour or two trying to figure out what was the problem with something, and then realize it's because I typed something like "VIETNAM_TRUNG" or "VIETNAMESE_TRUNG" when it should have been "VIET_TRUNG". I mean I even got stalled on WoL for entire days (weeks, months?) figuring out these little things.
 
So... none of these work... I have downloaded the Anglo-Saxons, and the vandals and i'm trying to add them both to another mod i have (CIV Gold) and they're not even showing up in the Civ list. It's kinda pissing me off. If anyone has any idea how to make this work please help.
 
So... none of these work... I have downloaded the Anglo-Saxons, and the vandals and i'm trying to add them both to another mod i have (CIV Gold) and they're not even showing up in the Civ list. It's kinda pissing me off. If anyone has any idea how to make this work please help.

Hello! If you are trying to merge the civ of the weeks with other mods, you will have to do some xml changes, as you may already know. Thus, what steps did you take to try to merge the two together?
 
Hello! If you are trying to merge the civ of the weeks with other mods, you will have to do some xml changes, as you may already know. Thus, what steps did you take to try to merge the two together?
Um... I was unaware of that. The new civs I've added before have always worked without any problems
 
Um... I was unaware of that. The new civs I've added before have always worked without any problems

That is because their XML was modular, the Civ of the Week ones is not. That is easy to 'fix' though.

Note: sounds cannot be modular, so you will have to merge those with the existing files.
 
That is because their XML was modular, the Civ of the Week ones is not. That is easy to 'fix' though.

Note: sounds cannot be modular, so you will have to merge those with the existing files.

How do I do this?
 
How do I do this?

For the modular XML :

- get WinMerge
- compare the <BtS>\Assets\XML folder with the XML folder of the civ you want to 'modularize'
- for each file (which is not a schema file) you should find a difference between the standard file and the CotW file. This difference is the definition for that civ (usually one definition per file).
- create a new file for that difference (and embed it in the proper surrounding xml)
Spoiler :
e.g. for CIV4CivilizationInfos.xml
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Civilization Infos -->
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
	<CivilizationInfos>
the XML for the civ
Code:
	</CivilizationInfos>
</Civ4CivilizationInfos>

and save the file under a new name, e.g. Libya_CIV4CivilizationInfos.xml

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

For Audio :

- determine the differences in Audio2DScripts.xml, Audio3DScripts.xml and AudioDefines.xml
- add these differences to the corresponding files in the mods Assets\XML directory
(if no corresponding file exists, copy over the one from the CotW)

For Art and Sounds : copy the CotW Assets\Art and Assets\Sounds to the mods Assets directory (i.e. Art and Sounds should be subdirectories of the mods Assets directory)
 
For the modular XML :

- get WinMerge
- compare the <BtS>\Assets\XML folder with the XML folder of the civ you want to 'modularize'
- for each file (which is not a schema file) you should find a difference between the standard file and the CotW file. This difference is the definition for that civ (usually one definition per file).
- create a new file for that difference (and embed it in the proper surrounding xml)
Spoiler :
e.g. for CIV4CivilizationInfos.xml
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Civilization Infos -->
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
	<CivilizationInfos>
the XML for the civ
Code:
	</CivilizationInfos>
</Civ4CivilizationInfos>

and save the file under a new name, e.g. Libya_CIV4CivilizationInfos.xml

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

For Audio :

- determine the differences in Audio2DScripts.xml, Audio3DScripts.xml and AudioDefines.xml
- add these differences to the corresponding files in the mods Assets\XML directory
(if no corresponding file exists, copy over the one from the CotW)

For Art and Sounds : copy the CotW Assets\Art and Assets\Sounds to the mods Assets directory (i.e. Art and Sounds should be subdirectories of the mods Assets directory)

Did all that except the CIVgametext.xml... because i open it using WinMerge and it doesn't make any sense. I uploaded the original CIV xml and the CotW xml, if someone would take a look and see whats wrong that would be awesome.:sad:
 

Attachments

Did all that except the CIVgametext.xml... because i open it using WinMerge and it doesn't make any sense. I uploaded the original CIV xml and the CotW xml, if someone would take a look and see whats wrong that would be awesome.:sad:

Just keep the CIV4GameText_Vandals.xml, there is no corresponding file in BtS, so you need the whole file.
 
Just keep the CIV4GameText_Vandals.xml, there is no corresponding file in BtS, so you need the whole file.

Doesn't matter now... I just f*cked up Civ. it shuts down every time i try to run it so now i need to re-install the damn thing.
 
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.

@Mamba: Thanks for taking the time for helping DeGreene, it's really appreciated. I really feel like I should reward you somehow... :think:
 
Thanks for the Taino. I decided that I'll add the Muisca/Chibcha if there's a civ for it.

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.
 
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