ok - notes:
the rest are merge.
now an important issue - religion and corporations -
this uses the new tga mod - each icon needs a number that will direct it to the appropriate location on the tga file.
loos at the res folder to see the ionization order - edit the tga files using any image editor.
look at my mod for example.
mod is using the debug dll, i als ran some turns, looks fine.
link : https://www.mediafire.com/file/kwyhe8wpxof4izk/Fractured_States_dotoadv_2.zip/file
fixed.Since there is no BUILDINGCLASS_AIRPORT, there is a failed assertion when BULL checks whether an Airport icon should be displayed on the city bar. The warning is harmless but annoying and can be disabled by changing
int eAirportClass = GC.getInfoTypeForString("BUILDINGCLASS_AIRPORT");
to
int eAirportClass = GC.getInfoTypeForString("BUILDINGCLASS_AIRPORT", true);
in CvGameTextMgr.cpp. (Not attaching that large file for this tiny change.)
done.The same assertion is triggered by this line in CvAdvisorUtils.py:
if (pUnit.getUnitType() == gc.getInfoTypeForString("UNIT_SPY")):
and several others in that file. Those are executed even if the "Advisor Popups" option is disabled (because the game still records accomplished feats – in case that Advisor Popups are enabled at a later time). I suggest to fully disable the unit and building feats by immediately returning from the functions unitBuiltFeats and buildingBuiltFeats as in the attached CvAdvisorUtils.py.
merged.DotO makes the XML tags above (and others) optional through the Schema.xml files (by setting minOccurs="0") and by disabling AdvCiv assertions in CvXMLLoadUtilityGet.cpp. That can be convenient when adding new tags – will only have to add non-zero entries in XML. (E.g. in Civ4FeatureInfos.xml, it's enough to add <iWarmingDefense> elements to Forest and Jungle.) However, there's a crucial line that DotO comments out in CvXMLLoadUtilityGet.cpp, and this causes missing XML data to be set to MIN_INT (ca. minus two billion). So the blocks of code surrounding the "Try to allow the caller to ignore the error" comments need to say either (warning enabled)
done.Open issue: gDLL->getEngineIFace()->AutoSave() sometimes fails; the EXE doesn't even call CvEventReporter:: preSave in those cases, no save file is created and an assertion is triggered. I've never had this problem with AdvCiv. For now, to ignore the problem, you may want to disable the assertions in CvEventReporter:: preAutoSave and CvEventReporter:: preQuickSave if they trigger frequently.
that i leave to you (depends in your era settings).The tech tree crashes because the era <Type> strings (e.g. ERA_MEDIEVAL) are hardcoded in Config\Not Just Another Game Clock.xml. Quick fix: Comment out this line
self.setTechPanelShadowColor(screen, szTechRecordShadow, gc.getTechInfo(i).getEra())
in Python\Screens\CvTechChooser.py (not attached). And, maybe at some later point, either remove the "Era Colors" and "Era Display" on the "Time" tab of the BUG menu (through Python\BUG\Tabs\BugNJAGCOptionsTab), or update the options to use the new era types. (Going back to the BtS types would be difficult as the LSystem files, LeaderHead and Tech infos all use the new types.)
didnt do that - as above depend on the above - i suggest keep the same number of eras.The AI makes use of the era number in many places (hundreds of getCurrentEra calls). For example, CvCityAI::AI_minDefenders assigns extra defenders to coastal cities by the 4th era – assuming implicitly that oceangoing transports become available then. So a mod with a different era progression is going to have some problems. Merging this commit from the latest Kek-Mod version could help a bit.
the rest are merge.
now an important issue - religion and corporations -
this uses the new tga mod - each icon needs a number that will direct it to the appropriate location on the tga file.
loos at the res folder to see the ionization order - edit the tga files using any image editor.
look at my mod for example.
mod is using the debug dll, i als ran some turns, looks fine.
link : https://www.mediafire.com/file/kwyhe8wpxof4izk/Fractured_States_dotoadv_2.zip/file
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