UM (United Modders)

Ok so I think I got most of the files that were once in AND but were later taken out. You will need to add new loading control files. I am not sure if its better if we put them all into a new UM folder or leave them in their original folders.

Anywho here are the files I could find. Note they are not ready to be put in UM yet.


EDIT: Grr now the file is to big to upload. You will have to get the files from where I got them ...

old SVN archives

Basiclly the file locations were ...

Modules -> Custom_Units -> Fortifications
Modules -> Custom_Units -> Guerrillas
Modules -> Custom_Units -> Imperial Guard
Modules -> Custom_Units -> Modular Civics Units
Modules -> Custom_Units -> Noble
Modules -> Custom_Units -> Promos
Modules -> DancingHoskuld -> WarriorsOfGod
Modules -> Projects -> Vincentz -> Promo
 
I was going to redo the units, Afforess had a bit of trouble with them at one stage. I have Fortifications working but not uploaded. All of AAranda's units work in RoM and AND.
 
hmm i think we should have it all in one folder like a UM folder, so it dont conflict:/ especially the for the mlf config files if it is possible.
and @ Dancing Hoskuld; so will be okay to upload those 4 untis by AARANDA and Yourself and include it into the UM. I have no issues with including it will be easy, just you the only who'll know wether it'll work with the updated version of AND.

Oh and if make it into one folder. Will i have to edit each art file? let me know :)
 
no problem can do it. the init change i think as i told the others we should just tell each user who downloads it to make manually the adjustments for the init file. since it similiar to mlf files and can cause a problem :) Give me the link and i'll put it. can your'l do me a favour,can your'l make it so that for art files especially, i want to make it so that all our stuf that we going to put in gets installed like in the modules folder called UnitedModders or something so that we can avoid conflictions with other mods. let me know


EDIT: and i suggestion to keep in line with a new dawn and RoM; WE ONLY update the unitedmodders install file when their officical version releases are out.
 
no problem can do it. the init change i think as i told the others we should just tell each user who downloads it to make manually the adjustments for the init file. since it similiar to mlf files and can cause a problem :) Give me the link and i'll put it. can your'l do me a favour,can your'l make it so that for art files especially, i want to make it so that all our stuf that we going to put in gets installed like in the modules folder called UnitedModders or something so that we can avoid conflictions with other mods. let me know


EDIT: and i suggestion to keep in line with a new dawn and RoM; WE ONLY update the unitedmodders install file when their officical version releases are out.

Here is my whole page: Also in post # three what a init should look like.

http://forums.civfanatics.com/showthread.php?t=346030
 
alright got it noted:)

By the way need your guys knowledge of it. the Culturally linked starts i gathered works on the distance between the 2 based on the real co-ordinates, so what if we make the relative Civilizations like Asian Civilizations for e.g one set co-ordinate making the distance 0. thus guarantee'ing they will be close together, can that work? well im going to experiment. Will it be a good idea.


EDIT: Got it working:) it works:D well just have to make slight just a little higher than 0 distance but it works like a bomb and correctly. i got all my middle eastern civilizations together and i got all the oceania civs together in the test run:)

Just need to figure out how im going to sort out that asia must be close to oceania and asia must be close to middle east and middle east close to africa and europe etc. :?
 
i want to make it so that all our stuf that we going to put in gets installed like in the modules folder called UnitedModders or something so that we can avoid conflictions with other mods. let me know

So in future versions we are going to have like ...

Modules -> UnitedModders -> Hydro

?

If so that is probably best so we don't conflict with the original mod's path. However can see this messing up the path of all the buttons. For instance in my farm mod ...

Code:
<Button>Modules/Hydro/Farming/Art/Bureaufarm.dds</Button>

Would have to become ..

Code:
<Button>Modules/UnitedModders/Hydro/Farming/Art/Bureaufarm.dds</Button>

This would be come very annoying if you had to fix all the buttons every time a mod updated.
 
yeah, but i guess you just set one standard. Since all our mods require RoM.291. AND THEY ALL work with AND, and i think most of us will want our stuff to work with AND, so the only time to update is not really the art files, or artdefines.xml files but rather the unitinfos; buildinginfos. So i guess the artdefines.xml just needs to be changed once which is this time. and our mods will work for RoM.29 and A new dawn. On the installer i will have a description stating wether its compatiiible (the option) with RoM 2.9 and A New Dawn; or just RoM.2.9 on its own. In that way we covering our "bases"

It the same thinking im using for my Civilization/Unit/Buildings/Leaderhead Pack
Art Files and the related xml files never needs to be chnaged if there are updates all mostly will be the info files and schemas which is easy to do :)

basically

This would be come very annoying if you had to fix all the buttons every time a mod updated.
That falls away with the above :)
 
@Hashishim

Sorry I am just a bit confused and have some questions ...

1. Do I need to do anything diffrent with HAND or not?

2. Are you going to make sure the "Modular Loading Controls" are correct when merging mods done by the same person? Such as with DancingHoskuld's mods in AND but also Subdue Animals by DancingHoskuld and making sure both load rather than one or the other?

3. So next version can have a simple check list for installation like AND has for its installation?

4. Do you need a brief description for each of my mods to help people when installing?

5. Were you able to get the mods out of the AND "old SVN archives" link that I posted?
 
You can use relative art paths. You only need to reference folders deeper than the XML's location:
Code:
<Button>Art/Bureaufarm.dds</Button>

It makes it easy to drag and drop folders without them breaking.
 
so it will work, if we put it all in one folder? i mean put each of their modifcation in one whole folder.

and the questions @ hydro:
1. Well what afforess said.
2.
2. Are you going to make sure the "Modular Loading Controls" are correct when merging mods done by the same person? Such as with DancingHoskuld's mods in AND but also Subdue Animals by DancingHoskuld and making sure both load rather than one or the other?
If we make this project have its own folder and then all our mods in there, then it avoids this problem

3. The checklist; well it'll be like how it is already just with added descriptions. and HAND will be split up indivdually in the checklist. (im not to sure how to make a checklist) thats the only way i know how to.

4.Yeah please give me a descrption of them.

5. Yeah i managed to, will i have to update them to afforess's a new dawn 1.73 settings?
 
You can use relative art paths. You only need to reference folders deeper than the XML's location:
Code:
<Button>Art/Bureaufarm.dds</Button>

It makes it easy to drag and drop folders without them breaking.

Well if that's true I will gladly fix all my mods so they are easier to "drag and drop".

so it will work, if we put it all in one folder? i mean put each of their modifcation in one whole folder.

and the questions @ hydro:
1. Well what afforess said.
2.
If we make this project have its own folder and then all our mods in there, then it avoids this problem

3. The checklist; well it'll be like how it is already just with added descriptions. and HAND will be split up indivdually in the checklist. (im not to sure how to make a checklist) thats the only way i know how to.

4.Yeah please give me a descrption of them.

5. Yeah i managed to, will i have to update them to afforess's a new dawn 1.73 settings?

0. I would think so All you would need is to have each in their own folder within the main "UnitedModders" folder.

1. *nods* (See above)

2. Yep. I think so. That is so as long as all the UM mods also do not conflict with each other. Mine are all in my own main "Hydro" folder so no problem with mine. If each contributor had their own folder within the "UnitedModders" folder then we should be good. In fact I am surprised that Afforess never did that with all the AND folders within a main AND folder.

3. Ask Afforess for help. He has a lot of experience with installation programs. I and sure he could give you some advice.

4. Hmm ok here goes ...

Civicbuild - The Civic Building Mod induces civic enabled buildings. Made by GeneralStaff.

Craft - The Craft Mod includes a vast web of resource based building dependencies. It requires AND's Early Building Mod, Tower Mod as well as some other HAND mods. Made by Hydromancerx

Domestic_Animals - The Domestic Animal Mod bring a variety of animal based buildings to the game such a a Dog Breeder, Horse Farm and Elephant Trainer. Made by Hydromancerx and Afforess.

Education - The Education Mod brings som education buildings to the game such as Drama School and Gladiators School. Made by Afforess and Hydromancerx.

Entertainment - The Entertainment Mod bring entertainment based buildings to the game such as a Night Club, Recording Studio and Storyteller's Hut. Made By Hydromancerx and GeneralStaff.

Farming - The Farm Mod bring agricultural based buildings to the game such as a Greenhouse, Florist and Chinampa. Made by Afforess and Hydromancerx.

Firestorm - The Firestorm Mod brings firefighting based buildings and techs to the game such as a Fire Station, Fire Brigade and Fire Docks. Made by Afforess and Hydromancerx.

Garbage - The Garbage Civics Mod brings garbage based civics to the game such as Export Trash, Import Trash and Landfill. Made by Hydromancerx and Affforess.

Health - The Health Mod brings medical based buildings to the game such as Field Hospital, Dentist and Acupuncturist's Shop. Made by Hydromancerx and Afforess.

Military - The Military Mod bring war based buildings to the game such as Fletcher's Hut, Warrior's Hut and Flint Knapper's Hut. Made by Hydromancerx and GeneralStaff.

NIMBY - The NIMBY (Not in my Backyard) Mod bring buildings that you might not want to build in your city such as a Federal Prison, Toxic Waste Dump and Liquor Store. Made By Afforess, GeneralStaff and Hydromancerx.

Palace - The Palace Mod bring palace based buildings to the game such as a Throneroom, Palace Garden and Palace Walls. Made by Hydromancerx and Dancing Hoskuld.

Science - The Science Mod bring research based buildings to the game such as a Chemistry Lab, Physics Lab and Mathematics Academy. Made by Hydromancerx.

Spiritual - The Spiritual Mod bring religious buildings to the game such as Mystics Hut, Church of the State and Church School. Made by GeneralStaff and Hydromancerx.

Tower Mod - The Tower Mod brings towers and barriers to the game such as Barricades, Palisade Walls and Bombard Tower. Made by GeneralStaff and Hydromancerx.

Transportation - The Transportation Mod brings transpiration buildings to the game such as a Steamboat Port, Department of Motor Vehicles and Automobile Factory. Made by Hydromancerx.

Vacation - The Vacation Mod bring vacation based buildings to the game such as a Cruse Ship Port, Ranger Station and Travel Agency. MAde by GeneralStaff and Hydromancerx.

Water Mod - The Water Mod brings water and plumbing based buildings to the game such as a Town Well, Water Tower and Desalination Plant. Made by Hydromancerx.

Zoology - The Zoological Buildings Mod brings animal based buildings to the game such as a Zoo, Aquarium and Pet Shop. Made by Afforess and Hydromancerx.

5. Possibly. You will have to test and see. At the very least their folder locations should be fixed like we talked about above. I do not know enough about them to give them descriptions. I am not even sure who all made what. Only that they were very cool when they were in AND.

6. I have been working on HAND v1.2 and will let you know when it is done. I will fix all the buttons so they will be "drag and drop-able".
 
You can use relative art paths. You only need to reference folders deeper than the XML's location:
Code:
<Button>Art/Bureaufarm.dds</Button>

It makes it easy to drag and drop folders without them breaking.

Unfortunately, this does not work for sounds. I tried it :)

0. I would think so All you would need is to have each in their own folder within the main "UnitedModders" folder.
[\QUOTE]

I don't understand why we need another level (folder) under Modules. All my stuff is currently in the AAranda or DancingHoskuld folder in Modules. Also in python to match.
 
After installing the UM mod, subdue animals didn't work. I found out that I had to add it in the Rise of Mankind\Assets\Config\init.xml file - the installer didn't do this automatically. I guess I also have to put the militia entry there - correct?

Now the Rise of Mankind section in my init.xml looks like this:

Code:
	<!-- Rise of Mankind -->
	<events module="WarPrizes">	</events>
	<events module="ScreenResolutionSize">	</events>
	<events module="CvWaterAnimalsModEventManager">	</events>
	<events module="NukeAfterEffects">	</events>
	<events module="Militia">	</events>
	<events module="SubdueAnimals">	</events>
	<events module="CvEnhancedTechConquestEventManager">
	</events>
	<!-- Rise of Mankind end -->

Is this correct? Does anything else have to be put there? (I'm using RoM 2.91 with AND 1.73, Patch J)

You should probably put this in the installation instructions somewhere, if the installer can't do this automatically. Or is it already mentioned somewhere and I just missed it?
 
Is this correct? Does anything else have to be put there? (I'm using RoM 2.91 with AND 1.73, Patch J)

That is correct.

You should probably put this in the installation instructions somewhere, if the installer can't do this automatically. Or is it already mentioned somewhere and I just missed it?

It is mentioned in the individual mods documentation but needs to be put in here also.
 
OK just found out that if a person goes into the Control Panel and deletes the United Modders installer and the Hashishim installer, it deletes some files inside the normal Rise of Mankind mod also??

This drastically needs to be changed. I had stuff in there i was testing now i cant remember what i had where?
 
, the installation and uninstallation only deletes the files installed. but in the United Modders Installer, it will delete the CIV4ModularLoadingControls.xml files found in the Modules Folder. (It does it since its replaced. That is all, and the python files that are effected by the installation. Which as it stands should be none unless edited. But the next version of both. I'l remove the ability to do an uninstall. Instead people should just manually delete.
 
, the installation and uninstallation only deletes the files installed. but in the United Modders Installer, it will delete the CIV4ModularLoadingControls.xml files found in the Modules Folder. (It does it since its replaced. That is all, and the python files that are effected by the installation. Which as it stands should be none unless edited. But the next version of both. I'l remove the ability to do an uninstall. Instead people should just manually delete.

I hear ya, my MLF was configured alot different and had alot added to it, now i could not remember which order was where, and now the game i had is lost (because you have to have it in the exact same order all the time).

But it also deleted the Militia mod and Subdue animals, plus all of Hydro's stuff etc..

Good on the manual stuff.
 
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