Vincentz Mods [Modular] 2.7

And I'm sitting here at 10pm in 35 celsius sweating, thinking about climbing into our beer fridge, closing my eyes and imagining that I'm in deep snow in Finland ;)

The thing I miss the most after 3 years in the tropics is to freeze a little bit once in a while.... I almost forgot how snow feels like, and my girlfriend has never seen snow in her entire life. Though -24 sounds maybe a little bit to cold ;)

Well, the one nice thing about Michigan is that you get to experience all 4 seasons, but not to hot, not to cold.:)
 
Hey Vincentz, Love your mods.

I've converted AAranda's Corporations into a modular format, and was doing the same for yours, so both can work side by side, and then people can add more corporations.

However, I ran into a minor snag. Some of the dds files have file path names hard coded in, which I need to strip out somehow. How did you do it, if you don't mind me asking? Reason I ask, is that if the files are in any other directory than projects/Vincentz/Corporations/Corps, they won't work.
 
I think the its in the artdefine xml files.
If you could give an example I could pinpoint it.

Well this is from the artdefines in the modular, but that's not the problem.

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_CORPORATION_MCDOWELLS_HQ</Type>
<LSystem>LSYSTEM_2x2</LSystem>
<bAnimated>0</bAnimated>
<fScale>0.25</fScale>
<fInterfaceScale>0.45</fInterfaceScale>
<NIF>Modules/Custom_Corporations/McDowells/Buildings/CorporationHQ_BM.nif</NIF>
<KFM/>
<Button>Modules/Custom_Corporations/McDowells/Button/BMHQ.dds</Button>
</BuildingArtInfo>

If I use Modules/Projects/Vincentz/Corporations/Corp in place of the path listed above, and the files are there, then they show up, no problem. Any other path where they may be, then pink squares. That's why I think it's the dds files themselves seem to be hardcoded in to Modules/Projects/Vincentz/Corporations/Corp path, and if it doesn't see itself there, then nothing.
 
Well, the one nice thing about Michigan is that you get to experience all 4 seasons, but not to hot, not to cold.:)

you get all four seasons here too plus you can garden all year (I like to garden),
 
Hey Vincentz,

Ya don't have to figure it out anymore, I have resolved the problem. I have uploaded the Modular Custom Corporations v2 Final to my thread, which consists of your corporations and AAranda's, so they're all playing nicely with each other.

Thanks again for your mod!
 
Hey Vincentz,

Ya don't have to figure it out anymore, I have resolved the problem. I have uploaded the Modular Custom Corporations v2 Final to my thread, which consists of your corporations and AAranda's, so they're all playing nicely with each other.

Thanks again for your mod!

And thank you for modulizing the corps. I think both Aaranda and myself could see the benefits of seperating them, but its a lot of hard work, and we were both to lazy to do so...
 
And thank you for modulizing the corps. I think both Aaranda and myself could see the benefits of seperating them, but its a lot of hard work, and we were both to lazy to do so...

You are quite welcome. I know about the hard work/laziness part, I'm like that too, heh. Apparently, I'll have to convert your guilds too, due to load order issues. Hope that bar of yours is going good.
 
You are quite welcome. I know about the hard work/laziness part, I'm like that too, heh. Apparently, I'll have to convert your guilds too, due to load order issues. Hope that bar of yours is going good.
You might want to take at the look at the Guilds I included in AND. I added Text Key's for everything, so they are in a bit better shape then Vincentz... It will save you some time...:p
 
Only English, but yes, they all have the proper text keys. It was no small feat, you had nearly 100 entries.... ;)

Damn. Forgot about that. I just did it myself and that was quite a lot of work.

Is updating all Vincentz Mods to 2.9 plus adding a couple of extra mods and repairing those not working so well.

Updated All Schema files.

Added TEXT_KEYs for all units, build orders, buildings and promotions

Jungle Camp, where it was possible to built it on resources that didnt have jungle on.
Added chance of finding gems in jungle with jungle camp.
Added clones ability to build.

Industry. Added clones ability to build.

Changed name for the Warlord Privateer to Warlord Swashbuckler to avoid confusion with the Privateer ship.
Raised STR for Chief to 7 (6) and Captain to 14 (12)
Changed TechReq for Captain to Heraldry instead of Guilds.

Changed name for 007 to Top Secret Agent as 007 is a fictional character.

Added new improvements : Trade Post, Trade Market and Trade Center as an alternative to Cottages (less food, more trade). Can be build by workers and Trade Caravans (Hopefully this will spit out some AI caravans).

Added new Strategic Combat Gameplay :
New Promotion : Supplies. +1 Movement. Available with pottery. Granted with Granary.
Tactics Promotion : Granted with Barracks/Garrison
Added longer DCM Bombard Range for Sieges and Ships starting with Cannon and Early Destroyer
Added new Pathfinder promotion to scouts/explorers/adventurers giving them the ability to join armies giving them +1 Movediscount and +1 Visibility Range.

So the Vincentz Mods will now contain :

Secret Agents (Top Secret Agent (007), Special Agent and Agent)
Industry
Jungle Camp
Trade Improvements (Trade Post, Trade Market, Trade Center)
New Corporations (Will be expanded shortly)
Silent Hunter (Subs attacks transports first, destroyers defend against subs first)
Spy Sat & Project Thor (2 Satellites)
Warlords (5x2 new units)
Strategic Combat Gameplay

which means that if you install this pack you have to delete the 007, Agent, Special Agent, Industry, Jungle Camp & Warlord folder in the Modules directory.

I'm currently working on the Guilds making them diverse and adding Guild Halls for all the different guilds, starting with those that were too weak before. Only problem is the lack of free spaces for resources in RoM which I will upload a minor fix* for soon. The Guilds will be a separate download untill there is a permanent fix for the resources.

* The minor fix is simply deleting the 3 least relevant and least used resources in RoM which all come in late game : Smart Medicine, Fertilisers and Biofuel.
 
I'm currently working on the Guilds making them diverse and adding Guild Halls for all the different guilds, starting with those that were too weak before. Only problem is the lack of free spaces for resources in RoM which I will upload a minor fix* for soon. The Guilds will be a separate download untill there is a permanent fix for the resources.

I got guilds to work with AND by creating a bunch of new XML tags that did the old job of the resources. I recommend you look into that instead.
 
Looking good, Vincentz! Are you using the modular corporations/guilds I converted?

The Guilds I think should be there as a whole package, I didnt see that you have made them modular.

The Corporations is a completely different story. I Haven't looked at mine yet, only replacing schema files, and making sure they were compatible with 2.9.

I have a couple of more ideas for corporations, and will definately have a look at the modular before continuing, but right now I'm replacing TXT_KEYS in the guilds which is 100+ and takes forever....
 
The Guilds I think should be there as a whole package, I didnt see that you have made them modular.

The Corporations is a completely different story. I Haven't looked at mine yet, only replacing schema files, and making sure they were compatible with 2.9.

I have a couple of more ideas for corporations, and will definately have a look at the modular before continuing, but right now I'm replacing TXT_KEYS in the guilds which is 100+ and takes forever....

Well, I couldn't get your corporations to work with AAranda's Corporations, so I made them both modular and bundled them together. That's the version in AND and in the OP of my Corporations thread.

Also, your guilds was also made modular ala corporations, to allow further additions in guilds, or corporations, or companies, or conglomerates, etc etc. I kept it pretty much the same otherwise. That version is in the OP of the Corporations thread of mine.

Afforess replaced your original Guilds included in AND with the modular version, and he made some changes to it, XML tags replacing resources, and I believe those changes works, although I've not had the chance to try it out.

So... the TXT_KEYS are already done in the modular guilds, heh. Just snag that, and call it a day. :D
 
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