Touhou Project Civ - Oni Clans

If the civ leader isn't replacing anyone, you need to configure responses for all the text, even the stuff I had in the GameText file. If it is replacing someone, those are the kinds that I believe every leader has set by default.

Ugh...

Hrm. I know you said that there are default dialogue options, so... is it possible to get away with just replacing some of the dialogue for now?

Honestly, if I have to go through the entire diplomatic dialogue section and fill out every single response... it'll likely take me at least another couple of weeks to finish this. :(

EDIT: doing a quick count... it took be about 3 hours to get 75 responses done, and I count around 500 more to go, so... around 21 more hours of work to do?
 
Oh, it's fine. Most mods don't change any of those "extendeddiplotext" lines, which is why theya re off in their own separate file.
 
Oh, it's fine. Most mods don't change any of those "extendeddiplotext" lines, which is why theya re off in their own separate file.

Ahhh, all right. I'll try playtesting it tomorrow with the dialogue I've gotten done, and see if it works or not. I'm just hoping I can post it with the dialogue I've got so far, and update it later once the rest is finished!
 
The thing is, a lot of that dialogue is dummied out. It will never display, nothing points to it. I just don't know WHICH of the dialogue is dummied out, and a lot of it is for situations that arise pretty rarely, so I can't tell if it's not showing up, or if the rare time it did show up it picked a generic line instead, or if I just don't know how to make the situation arise where it shows up.

I certainly don't know how to make the "Let's Hear It" lines display, which is where some of Cirno's funniest stuff is.
 
The thing is, a lot of that dialogue is dummied out. It will never display, nothing points to it. I just don't know WHICH of the dialogue is dummied out, and a lot of it is for situations that arise pretty rarely, so I can't tell if it's not showing up, or if the rare time it did show up it picked a generic line instead, or if I just don't know how to make the situation arise where it shows up.

I certainly don't know how to make the "Let's Hear It" lines display, which is where some of Cirno's funniest stuff is.

Heheh, I'd noticed those! Looking at the other mods I was using for templates, I think that text is somehow supposed to be a kind of "Go on, I'm listening" kind of thing... so I'm not sure what kind of situation would set it up...

Oh drat... gotta remind myself to add the text about Kishin being able to make golden ages still.
 
Okay, so I did some playtesting today and got most of my screenshots. Unfortunately, the dialogue is completely not working... so I'm going to have to either figure that out, or leave it out in order to get is put up on Steam.

Also, from what I could tell the increased food for Hills from Breweries doesn't seem to be working. Was it working before?

I'll try and get the newer version posted up here so people can take a look at it for me...

EDIT: I have to admit... at the moment, I'm feeling so frustrated with this I'm sorely tempted to just leave out the dialogue for now, and just update the mod later once I get it working. I've had a lot of fun doing the rest of the code, but trying to get the dialogue to work just feels more like getting a root canal done, and I'd really rather just move on to doing the Human Village for a while than keep banging my head against this project...
 
Post the current version and I'll see if I recognize a problem with the dialogue?

All right, I uploaded it here. It's got a couple of the extra XML files I was using, but they haven't been activated in the mod so they shouldn't be an issue. I figure I'm probably just missing some kind of code to tell the computer "Hey, you've got unique text", but I really don't know my way around that part of the code so I don't know what's missing...

You can also take a look at the rest of it. I'm not sure why the Hills weren't generating the food bonus... I wonder if they don't work like other features? I might just have to consider an alternative bonus for the Brewery (perhaps a greater innate food bonus)...
 
It looks to me like there is no OnModActivated -> Update Database to include OniDiplomacy.xml, so it isn't activating. I put in a line to activate it, after it activates OniLeader and OniText in load order, and it seemed to work just fine.

(Honestly, the fact that you have to manually set "yes, I would in fact like this file I included in the mod to be included in the mod" is just the dumbest thing ever. There's nothing good about it and it just means eventually you will forget and make this mistake and feel like an idiot. I know I did.)

I have no idea why the Brewery isn't working on Hills. It looks like you have everything right; I know it can't be a "+1 food to tiles producing 1 or more food" thing because it's the same tag the Petra wonder uses to give +1 Food to Desert. There's no error message in the log saying that it's looking for an invalid terrain type or what have you. I have NO idea what is making that not work. Larger +bonus to food and taking out the hills bonus seems to be the best bet, yeah.
 
It looks to me like there is no OnModActivated -> Update Database to include OniDiplomacy.xml, so it isn't activating. I put in a line to activate it, after it activates OniLeader and OniText in load order, and it seemed to work just fine.

(Honestly, the fact that you have to manually set "yes, I would in fact like this file I included in the mod to be included in the mod" is just the dumbest thing ever. There's nothing good about it and it just means eventually you will forget and make this mistake and feel like an idiot. I know I did.)

I have no idea why the Brewery isn't working on Hills. It looks like you have everything right; I know it can't be a "+1 food to tiles producing 1 or more food" thing because it's the same tag the Petra wonder uses to give +1 Food to Desert. There's no error message in the log saying that it's looking for an invalid terrain type or what have you. I have NO idea what is making that not work. Larger +bonus to food and taking out the hills bonus seems to be the best bet, yeah.

I hadn't activated OniDiplomacy.xml yet because I wasn't sure if you needed it for the more basic dialogue options (some of the other mods I looked at hadn't included it), but if that makes it work then I'll probably just do that and hope it doesn't cause any other errors. :P

I know hills can be a bit of a wonky feature for the game... I can't remember any exact details, but I remember them causing problems like that in other mods. I suspect the game code doesn't interact with them quite in the same way as other features.

Ah well, I'll just modify the Brewery to give an increased standard bonus. It's a bit more elegant, anyways -- at least, it's more streamlined.

Also, I should check myself, but what image size did you use for Cirno's diplomacy screen? I noticed Cirno looks full-screen when I talk with her, but Suika's diplomacy image doesn't look as wide (it has black bars on the sides), so I'm guessing I have it at the wrong size.
 
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