Using Civ5ArtDefines_Units.xml in G&K

Kwadjh

Warlord
Joined
Jul 24, 2011
Messages
110
Location
Paris / France
Hello,

I am a little bit struggling with the use of :
Civ5ArtDefines_Units.xml
Civ5ArtDefines_unitmembers.xml

How do we handle those files in the expansion ? I keep having spearmen... :sad:
 
My question is: is there an XML method of accomplish the same as that SQL?
 
My question is: is there an XML method of accomplish the same as that SQL?

If you mean copying existing unit art infos, then, as fas as I know, the answer is no. If you mean adding new entries instead of copying old ones, then the answer is yes - you can find an example in the "Galleys for Civs" mod by jbar81 (available at the Steam Workshop).
 
If you mean copying existing unit art infos, then, as fas as I know, the answer is no. If you mean adding new entries instead of copying old ones, then the answer is yes - you can find an example in the "Galleys for Civs" mod by jbar81 (available at the Steam Workshop).

Yes adding new ones. Alright thanks.

Instead of directing people to an SQL only solution you should provide both SQL and XML versions.
 
yes, someone that know XML should write it.
 
yes, you have to keep it checked.
 
I try to mimic the MOD "Galleys for Civs" mod by jbar81 during hours... Finally try the mod and realize he is also crashing... so I can't really find what's going wrong for now when using xml. :sad:

I may finally try sql, but I am not familiar with... There is so much to learn. :)
 
Strange, for me it works properly, and I successfully transferred the Galley unit to my mod.
 
No, it's a work in progress. But I just use the same XML code for art defines as in the Galleys mod.
 
Ok, I have a few questions so I can further investigate. :)

Is VFS set true or false for the xml file with the unit art info ?
Is the xml file OnModActivated ?
And even if Gedemon already answer :) , is ReloadUnitSystem enable ?
 
Well, the problem come from something else...

In fact every MOD involving graphic change is crashing... like Red Modpack v15.

When I disable the reloadunitsystem, it works (without the graphik change of course, but the other xml works).

I just dont see were the problem come from, as anyone a clue ? Maybe an option or graphik setting...
 
Yes, I haven't see anything of interest, but I am maybe not looking in the right direction, I am only familiar with the xml database log.

So, the bug is affecting all MOD that are changing the unit aspect, involving the reloadUnitSystem. :cry:

R.E.D. Modpack (v 15) / Galleys for Civs (v 101) / Units - Mech Infantry (v 4) etc.
Others MOD are as far as see unaffected...

It seems, the crash (frezze during the dawn of man speech) occurs, even if there in no new graphic to upload...

Playing without the new units graphics is so painful...
 
What I want to know is if it is possible to add ArtDefines via XML by using it the same way they do. For example, writing:

Code:
<UnitArtInfos>
<UnitArtInfo>
    <Type>ART_DEF_UNIT_U_AUSTRIAN_HUSSAR</Type>
    <Formation>DefaultCavalry</Formation>
    <DamageStates>1</DamageStates>
    <UnitMemberArt>
      <MemberType>ART_DEF_UNIT_MEMBER_U_AUSTRIAN_HUSSAR</MemberType>
      <MemberCount>5</MemberCount>
    </UnitMemberArt>
  </UnitArtInfo>
</UnitArtInfos>
Code:
<UnitMemberArtInfos>
 <UnitMemberArtInfo>
    <Type>ART_DEF_UNIT_MEMBER_U_AUSTRIAN_HUSSAR</Type>
    <fScale>0.12</fScale>
    <Granny>U_Austrian_Hussar.fxsxml</Granny>
    <Combat>
      <Defaults>ART_DEF_TEMPLATE_MOUNTED_SINGLE</Defaults>
      <bHasShortRangedAttack>1</bHasShortRangedAttack>
      <bHasStationaryMelee>1</bHasStationaryMelee>
      <bReformBeforeCombat>1</bReformBeforeCombat>
      <Weapon>
        <WeaponTypeTag>BULLET</WeaponTypeTag>
        <WeaponTypeSoundOverrideTag>BULLET</WeaponTypeSoundOverrideTag>
      </Weapon>
    </Combat>
    <MaterialTypeTag>CLOTH</MaterialTypeTag>
    <MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
  </UnitMemberArtInfo>
</UnitMemberArtInfos>

Maybe I'll run some tests and see if I can get it to work.
 
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