Akulya
Chieftain
Hey all,
I LOVE Wildmana, so much that I am writing my own XML module to tailor it just the way I like. Reading about the forthcoming developments for spellcasting has actually kept me awake thinking of the possibilities!
Anyway, on topic.
I have put together a set of modified XML files as "Akulyas_Mod" within the windmana normalmodules, set the MLF to load it after everything else, celebrated with some WIN, and it basically works (ie. it loads with no errors, and I see the changes I have made in the 'pedia). BUT, a few things have me scratching my head...
Now in order to maintain future compatability with Wildmana, I have written a minimum amount of XML in my module files; correct me if i'm wrong, but my understanding is that CIV loads core Wildmana mod XML, then goes through the normal modules and loads additional XML, essentially overrulling those tags which are duplicated, sequentially.
With that in mind -
1. I decided to make Basium & Hyborem Immortal. So my code (in akulyamod_civ4unitinfos.xml) looked like this
but when I load a game, now I find that I can build Hyborem 'from the off', as he has lost his <PrereqCiv>CIVILIZATION_INFERNAL</PrereqCiv> tag, odd methinks as everything else looks unchanged.
Why does this happens?
2. I dislike melee units with the "March" promotion, don't ask me why. I want melee units to require an actual medic, but I think "March" synergises well with recon units, so my code (in akulyamod_civ4promotioninfos.xml) looks like this
Note; that I have also changed the prereq's for "March", When I load it up and check the 'pedia, the prereq change has been made but the unitcombat has not. So March is still available to Melee.
Why does this happen?
3. I though I'd arrange sentry/sentry2/keen sight/perfect sight into a nice progression, with commesurate changes (since keen sight grants defensive strikes, which would be innapropriate for beasts, mounted and recon) so I have this...
Here I get my unit combats, and my see invisible, but I retain defensive strikes.
Obviously I am turning things off in the wrong way. But the XML loads without an error, as I would've expected if I'd got my boolean declaration wrong.
I'm just playing in my sandbox really, but I'd really like to get this working - so any modders out there, if you can shed a little light in my direction, It would make me even more addicted to Wildmana (which can only be good, right?)
I LOVE Wildmana, so much that I am writing my own XML module to tailor it just the way I like. Reading about the forthcoming developments for spellcasting has actually kept me awake thinking of the possibilities!
Anyway, on topic.
I have put together a set of modified XML files as "Akulyas_Mod" within the windmana normalmodules, set the MLF to load it after everything else, celebrated with some WIN, and it basically works (ie. it loads with no errors, and I see the changes I have made in the 'pedia). BUT, a few things have me scratching my head...
Now in order to maintain future compatability with Wildmana, I have written a minimum amount of XML in my module files; correct me if i'm wrong, but my understanding is that CIV loads core Wildmana mod XML, then goes through the normal modules and loads additional XML, essentially overrulling those tags which are duplicated, sequentially.
With that in mind -
1. I decided to make Basium & Hyborem Immortal. So my code (in akulyamod_civ4unitinfos.xml) looked like this
Code:
.
.
.
<UnitInfo>
<Class>UNITCLASS_HYBOREM</Class>
<Type>UNIT_HYBOREM</Type>
<bImmortal>1</bImmortal>
</UnitInfo>
.
.
.
but when I load a game, now I find that I can build Hyborem 'from the off', as he has lost his <PrereqCiv>CIVILIZATION_INFERNAL</PrereqCiv> tag, odd methinks as everything else looks unchanged.
Why does this happens?
2. I dislike melee units with the "March" promotion, don't ask me why. I want melee units to require an actual medic, but I think "March" synergises well with recon units, so my code (in akulyamod_civ4promotioninfos.xml) looks like this
Code:
.
.
.
<PromotionInfo>
<Type>PROMOTION_MARCH</Type>
<PromotionPrereqOr1>PROMOTION_COMBAT2</PromotionPrereqOr1>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>0</bUnitCombat>
</UnitCombat>
</UnitCombats>
<PromotionPrereqAnd>PROMOTION_DRILL2</PromotionPrereqAnd>
</PromotionInfo>
.
.
.
Note; that I have also changed the prereq's for "March", When I load it up and check the 'pedia, the prereq change has been made but the unitcombat has not. So March is still available to Melee.
Why does this happen?
3. I though I'd arrange sentry/sentry2/keen sight/perfect sight into a nice progression, with commesurate changes (since keen sight grants defensive strikes, which would be innapropriate for beasts, mounted and recon) so I have this...
Code:
.
.
.
<PromotionInfo>
<Type>PROMOTION_KEEN_SIGHT</Type>
<PromotionPrereq>PROMOTION_DRILL4</PromotionPrereq>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<bSeeInvisible>1</bSeeInvisible>
<iDefensiveStrikeChance>0</iDefensiveStrikeChance>
</PromotionInfo>
.
.
.
Here I get my unit combats, and my see invisible, but I retain defensive strikes.
Obviously I am turning things off in the wrong way. But the XML loads without an error, as I would've expected if I'd got my boolean declaration wrong.
I'm just playing in my sandbox really, but I'd really like to get this working - so any modders out there, if you can shed a little light in my direction, It would make me even more addicted to Wildmana (which can only be good, right?)