• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

The Modding Q&A Thread

I did add them (refer to the CvRhyes excerpt above) and the are called the HolyRomans in both python and dll but i get defeated when i open the game and as u can see from the pics the stats on the selection page are messed up too.
 
You have to change more than only CvRhyes to implement a new civilization. There are several C++ source files affected. Jarkov once wrote a rather good guide of what you have to do for a new civilizartion; he either uploaded it to his civilizations in abundance thread or the earlier one that only included the Koreans.
 
Yeah, I was following Jarkovs guide. I Think what i did wrong is the ordering of the first few lines of CvRhyes.cpp. I say this because of the XXXs i get on the civ choosing screen (for Uhv, year etc)

More details on post #235
 
Crosspost, nevermind :blush:
 
I finally made it to recompile the DLL, but i'm somewhat lost in the code. Is there a guide where to find specific things, like where the XML for civics are handled or where the unit costs are balanced out?
 
Not that I know. The most important files are CvRhyes (for everything Rhye added to the game, especially stability maps), CvPlayer/CvCity for all information belonging to specific players/cities and CvInfos for all general information on almost everything: you'll find CvBuildingInfos, CvUnitInfos for buildings, units etc. there. Most of the XML reading is done there, and unit costs can be changed there as well.
 
Well, thanks for the reply. After more time of browsing i still find it confusing but not as far from self-explanatory as i thought it to be.

Welcome back, Leoroth:goodjob:

EDIT: another question: where do 'sprintf' and 'swprintf' write to?
 
Into the debug log, iirc.
 
Where do i find the values to see if a plot is stable/normal/foreign/unstable?
 
Where do i find the values to see if a plot is stable/normal/foreign/unstable?
Not quite sure what you're aiming at... :confused:

But the Core Areas, Normal Areas and Broader Areas affect stability and these are defined in the Consts.py file. They're actually defined by the area's lower bottom tile coordinates, and the area's upper left tile coordinates, respectively. There are some exceptions defined in there also.
 
There are actually some different factors lumped into one final result. Either a tile is stable to you or not (this is determined by the tile's value in the maps in CvRhyes.cpp, the threshold is 90 iirc), and either it's in your core area, somebody else's core area or nobody's core area (which is in Const.py as Baldyr already said).

The colors in the stability maps are made up as follows:

Dark green: your core area, regardless if its stable for you or not (the latter is possible, for example for Russia)
Light green: tile is stable for you
Yellow: tile is stable for you, but in somebody else's core
Orange: tile is not stable for you
Red: tile is not stable for you and in somebody else's core
 
I'd like to incorporate the salt flat from SOI, but after adding the artdefine and terraininfos .xml information along with the grids/detail/blend .dds/s I get an upside down mountain/crater. I ran into this problem once before while incorporating the marsh terrain and had to use another marsh mod to get it to work. Any ideas?
 
It could be noted that the Marsch in RFC is both a PlotType, a TerrainType and a FeatureType. This is probably why you can't use the World Builder to add Marsch tiles properly.
 
Not quite sure what you're aiming at... :confused:
I'm trying to make stability maps, like those in the wiki.
But the Core Areas, Normal Areas and Broader Areas affect stability and these are defined in the Consts.py file. They're actually defined by the area's lower bottom tile coordinates, and the area's upper left tile coordinates, respectively. There are some exceptions defined in there also.

There are actually some different factors lumped into one final result. Either a tile is stable to you or not (this is determined by the tile's value in the maps in CvRhyes.cpp, the threshold is 90 iirc), and either it's in your core area, somebody else's core area or nobody's core area (which is in Const.py as Baldyr already said).

The colors in the stability maps are made up as follows:

Dark green: your core area, regardless if its stable for you or not (the latter is possible, for example for Russia)
Light green: tile is stable for you
Yellow: tile is stable for you, but in somebody else's core
Orange: tile is not stable for you
Red: tile is not stable for you and in somebody else's core
I'm still a little confused. Do the normal areas in const.py and CvRhyes.cpp cooperate in some way? The comment for 'normal area' in const says stability, but the maps are way more than a simple rectangle for some civs. On the other hand, Ukraine and southern Russia has relatively high values for Germany in CvRhyes (for the Volga Germans, which makes sense), but it's marked as unstable, which also makes sense for WWII.
Unless...the maps are out of date. Then i would wrack my head for nothing :lol:
 
I'm trying to make stability maps, like those in the wiki.

I'm still a little confused. Do the normal areas in const.py and CvRhyes.cpp cooperate in some way? The comment for 'normal area' in const says stability, but the maps are way more than a simple rectangle for some civs. On the other hand, Ukraine and southern Russia has relatively high values for Germany in CvRhyes (for the Volga Germans, which makes sense), but it's marked as unstable, which also makes sense for WWII.
Unless...the maps are out of date. Then i would wrack my head for nothing :lol:
Normal areas are only used for respawns and a few other things that are not directly related to stability. The broader areas do something for the tile stability, but I don't know what exactly anymore ...

Consts.py also contains exceptions list at least for core areas, where you can add tiles that have to be deducted from the above rectangle (to create different shapes).

Don't know if the maps are outdated, but they were made before the last version of RFC. How did you find out they were wrong?
 
Don't know if the maps are outdated, but they were made before the last version of RFC. How did you find out they were wrong?

I took the matrix in CvRhye.cpp, put it in a spread sheet and colored it with some conditional format (don't know the exact wording in the english open office). Yeah, boredom makes you do that.
Also, f.e. Egypt has a '3' in a lot of South America; i guess it reads that the AI should never ever settle there.
 
I took the matrix in CvRhye.cpp, put it in a spread sheet and colored it with some conditional format (don't know the exact wording in the english open office). Yeah, boredom makes you do that.
Also, f.e. Egypt has a '3' in a lot of South America; i guess it reads that the AI should never ever settle there.
1) I'm not Baldyr :D
2) South America is orange foe Egypt in the stability maps (except for the Inca core), which fits with the criteria I've mentioned above.
 
Back
Top Bottom