Well, as long as shenryyr is pointing out sound issues here are a few (so to speak) from my notes. Some of these may have already been fixed.
The things that say "does not exist" are used by something. They can either be added with appropriate definitions or the reference to them can be changed. (I report a few for the file that uses them, the rest for the file that would have the definition if it existed.)
Modules\Custom_Civilizations\Canada\Pearson\Pearson_CIV4LeaderHeadInfos.xml
- AS2D_DIPLO_LINCOLN_LATE_LP does not exist (I suggest using AS2D_DIPLO_LINCOLN_LATE)
Modules\Custom_Civilizations\Canada\Trudeau\Trudeau_CIV4LeaderHeadInfos.xml
- AS2D_DIPLO_CANADA_LATE_INTRO does not exist (perhaps use AS2D_DIPLO_CANADA_PEACE_INDUSTRIAL_INTRO)
- AS2D_DIPLO_CANADA_EARLY does not exist (perhaps use AS2D_DIPLO_CANADA_PEACE_ANCIENT)
- AS2D_DIPLO_CANADA_LATE_LP does not exist (perhaps use AS2D_DIPLO_CANADA_PEACE_INDUSTRIAL)
- AS2D_DIPLO_CANADA_LATE appears in this file twice but does not exist (perhaps use AS2D_DIPLO_CANADA_PEACE_FUTURE)
Audio2DScripts.xml
- AS2D_DIPLO_CANADA_PEACE_ANCIENT appears twice
- AS2D_DIPLO_CANADA_PEACE_ANCIENT_INTRO appears twice
- there is a block of these that are duplicated, with the first two in the first occurrence moved to being the last two in the second block:
first block is from the first occurance of AS2D_BUILD_FESTIVAL to AS2D_BUILD_WTC, with the full set being: AS2D_BUILD_FESTIVAL, AS2D_BUILD_DIVINE_MONUMENT, AS2D_BUILD_BOLSHOI, AS2D_BUILD_CHEOMSEONGDAE, AS2D_BUILD_NEUSCHWANSTEIN, AS2D_BUILD_PORCELAIN_TOWER, AS2D_BUILD_TERRA_COTTA, AS2D_BUILD_WTC
this block is then are followed by this set of duplicates: AS2D_BUILD_BOLSHOI, AS2D_BUILD_CHEOMSEONGDA, AS2D_BUILD_NEUSCHWANSTEIN, AS2D_BUILD_PORCELAIN_TOWER, AS2D_BUILD_TERRA_COTTA, AS2D_BUILD_WTC, AS2D_BUILD_FESTIVAL, AS2D_BUILD_DIVINE_MONUMENT
- AS2D_UNIT_BUILD_DRUID_MISSIONARY does not exist (it should point at SND_BUILD_DRUID_MISSIONARY, which has a typo in it as mentioned below)
- AS2D_TECH_TRIBALISM does not exist
- AS2D_TECH_SPEARFISHING does not exist
- AS2D_TECH_MP_SPEARFISHING does not exist (could point it at AS2D_TECH_SPEARFISHING if that existed)
- AS2D_BUILD_PET_SHOP does not exist
- AS2D_TECH_SLASH_AND_BURN does not exist
- AS2D_BUILD_CAVE_PAINTING does not exist
- AS2D_BUILD_GENERIC does not exist (I know this is one that shenryyr reported and SO just fixed)
Audio3DScripts.xml
- AS3D_UN_DRUID_MISSIONARY_ACTIVATE does not exist (should point to SND_DRUID_MISSIONARY_ACTIVATE, based on the common naming practice, but that
does not actually exist unless you also create it)
- AS3D_UN_FOOT_UNIT_LOW2 does not exist (referenced in at least a couple of .kf files, could just duplicate the AS3D_UN_FOOT_UNIT_LOW entry for it)
AudioDefines.xml
- has a set of bad definitions for "driud" that are not used (there are also definitions for the "druid" versions): SND_BUILD_DRIUD, SND_BUILD_DRIUD_MOVIE, SND_BUILD_DRIUD_MISSIONARY, SND_DRIUD_MISSIONARY_ACTIVATE
- there is a typo in the file specification for SND_BUILD_DRUID_MOVIE, there is a missing "/"
- there is also a similar typo in the file spec for SND_BUILD_DRUID
- ditto for SND_BUILD_DRUID_MISSIONARY, but this one is never hit since this SND definition is not used by any AS2D entry (unless you add it, as per the mention above)
- SND_DRUID_MISSIONARY_ACTIVATE does not exist (should probably exist and point
to Sounds/Religions/Druid2)
There are a bunch of definitions in AudioDefines.xml where it tries to use sounds that are not in C2C but were in RoM:AND. In particular, these appear to be in various sub-folders of RoM:AND's Assets\Sounds\Afforess folder. It is possible, and probably, that some of these are not actually used. It is also probable that at least some of them have been copied into other sound folders. But there are SND_* definitions which look for the files in these folders that do not exist in C2C:
- SND_BUILD_HANGGARDENS points to a non-existent file; note that this has been the case since vanilla Civ4 - I have no idea why this is not an issue with vanilla/Warlords/BtS (well, I suppose it could be, but I never noticed it) but does show up in the audio.log file for C2C for the 4 buildings using AS2D_BUILD_HANGGARDENS (which points to this).
So there you go. I noticed all (well, almost all) of this from occasionally looking into audio.log and then tracking down the issues listed.