Warlords Conversion

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Ploeperpengel

academic precarity
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Since Warlords seems to handle big numbers better than vanilla and contains some other features that are attractive for WH as well I think we should stop developement on WH-vanilla for anything other than hunting bugs and balancing unitstats and switch to Warlords asap. Otherwise not only python and SDK will cause double work but also the xml part.

WH-Warlords Version 0.1xmlonly

Edit: removed see Latest files thread

Edit: Please delete the Civ4Featureinfos

Status:

The mod works fine until the progressscreen starts. I don't receive xml errormessages. I renamed all folders that affect the interfacegraphics and screens(well I hope so) and still get a CTD so I renamed it back. My guess is it's something with the atlasmaps or a gfx related to the map(terrain, features...) but I don't know. Please dl and try yourself. I'm out of clues.
It's currently xml-only though still includes all the tags required for our python/SDK stuff.


To do:

XML:
-more early buildings
-buttons
-other gfx
-unique cityart!
-civics!

Modcomps and other Python/SDK:

-General Amped becomes obsolete due to Warlords feature
-Flying (only) Mod needs to be converted(Roger Bacon currently doesn't seem to want to buy Warlords and update it)
-camerazoom needs to be enabled while defending!
-Mercmod will have to wait since Lopez is going to be a father(congrats!) and probably won't be able to convert it very soon now. Not so bad since the AI still needs to learn to use it better we can wait a little longer for that one-imo.
-Firststrikefix by Lunar Moongoose- needs to be checked if Warlords code is still buggy here- if so the fix is a must!
-diplomacyrebalance due to vassal states recommended-SDK changes are here: http://forums.civfanatics.com/showthread.php?t=182550
Simple change of "you attacked our friends" threshold to "friendly"
-Wateranimals Mod for Warlords needs to be integrated!!!
-Specialist Stacker is already there for Warlords as well-will come in handy as soon we design more specialists-low priority now though
-Animosity
-Spells
-other Psychology
-techconquest not yet available for Warlords but seems python only and is too cool to miss
-supportfire, animal-gold
-teaching the AI to use small stacks!!!

Design:
-we need to think about how we want to use vassal states-the feature is nice but can lead to strange results like Highelf Vassals of Orcs. I think we should find some options to restrict vassalage to certain civs. Some civs may be to proud like Dwarfs or Elves other to crazy like Chaos to ever be a Vassal of another. And on the other hand some civs might prefer destroying a civ to accepting their vassalage.
-the Warlords are also a nice way to implement heros imo. We should think about that feature in more detail as well. Question to the programmers:
think it would be possible for a Warlord to leave the unit again he joined before?


Did I miss anything? Suggestions?
 
I agree that we should switch to warlords at some time, but I don't have it yet so I can't work on it. Also, we are half way through working on some SDK features, and as we have a brand new SDK with warlords conversions will be hard to do.
I say that we spend the next week or to finishing every thing we have started on vanilla, and then move to warlords.
 
i dont have warlords yet. but i think its very positive to chnge there. most work will be for programmers, so i hope they will be willing to work ;)

i agree with olleus, we should finish what we started for vanilla, to have a playable version there (dispite the issues we will fix with warlords), cause switcing to warlords will take some time.
 
I don't disagree with Olleus either. I just mean we should concentrate on finishing what is almost finished but switch everything to Warlords that's just or not yet started.
I hope that's abstract enough but still sort of clear:p
Whatever anyone is working on he should think about if's more sense to finish for vanilla or convert it to warlords instantly. I.e. wouldn't make sense starting unique cityart for vanilla...
That should already be worked on with Warlordxml if started.(that means if there's a difference in xmlschemas)
Please everyone give some feedback here what he's planning to do for what version in what time(estimated) to get some better coordination about it.
 
Ok, i am planning to get some Chaos units done next. When we are at Warlords i will rearrange some warlordsmodels for the ancient asian civs and for the other civs as well, cause they desperately need some.

I will also have a look at the warlords formation file, but dont expect anything too soon concerning that.
 
If we want this to work then I think we should set ourselves a deadline. Something like, "By the second week of september no non-Warlord file should be posted here".
 
So if we already have warlords, should the code monkeys start moving the current code over that they have put in and unit test and maybe post early to a different thread speed things up in November?
 
I'll playtest a Warlords version whenever the code monkeys have something done they want tested. I have the damn game, but never find time to play it...
 
The problem is that a lot of the code needs specific XML, and if the code monkeys try to do all the xml translation themselves, they're never gonna have enought time to write real code. I think it would be better for everyone to work towards the same build.
 
Is there a listing of what XML files need to be converted and in those files what lines need to be changed?
 
Yeah, that's what I meant. Not every file has to be changed I hope. I know the Civ4Leaderheads, but I'm aware of no others ATM.
 
I will start with units and civs(probably the toughest part) so a converted Leaderinfos/Diploinfos would be great. Think you can manage? The actual files are in the WFB06+ in constructionsite.
I'd say we should first aim at a xml only Warlordversion afterwards the python and SDK stuff.
 
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