Wildmana 7.x - Bugreport & Missing Entries

Gah... almost 30 leaders still to go. I don't suppose you could give me some indication if you're planning on using any of this stuff I'm writing up, Sephi? I would hate to go through all of this and have none of it get included.

Saathei is in charge of the txtkeys, so it is her decision. If you want to write them in a way that you can directly use them, you would have to make two files.

the first file lists all the text. Something like Civ4GameTextDiploNewLeaders.xml which looks like this
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- Created with the FfH editor by Kael -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Game Text - Units -->
<Civ4GameText xmlns="http://www.firaxis.com">
    <TEXT>
        <Tag>AI_DIPLO_ACCEPT_LEADER_BALSERAPHS</Tag>
        <English>Thank you, I won't vote for you in the tribal council.</English>
        <French>Thank you, I won't vote for you in the tribal council.</French>
        <German>Danke, ich werde im Stammesrat nicht für Euch stimmen.</German>
        <Italian>Thank you, I won't vote for you in the tribal council.</Italian>
        <Spanish>Thank you, I won't vote for you in the tribal council.</Spanish>
    </TEXT>
</Civ4GameText>

This one defines AI_DIPLO_ACCEPT_LEADER_BALSERAPHS. Then you need a second file that points to AI_DIPLO_ACCEPT_LEADER_BALSERAPHS.
you can look at Assets/normalmodules/FFHPLUS/newleaders/FFHPLUS_Civ4DiplomacyInfos.xml which defines the AI_DIPLO_ for the new leaders.

For example, if you want to replace the standart AI_DIPLO_DECLARE_WAR_LEADER_LANUN for Casin, you need to modify
Code:
                <Response>
                    <Civilizations/>
                    <Leaders>
                        <Leader>
                            <LeaderType>LEADER_LAGGS</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>
                        <Leader>
                            <LeaderType>LEADER_CASIN</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>
                        <Leader>
                            <LeaderType>LEADER_MORDMORGAN</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>
                        <Leader>
                            <LeaderType>LEADER_PALGADEE</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>						
                    </Leaders>
                    <Attitudes>
                    </Attitudes>
                    <DiplomacyPowers>
                    </DiplomacyPowers>
                    <DiplomacyText>
                        <Text>AI_DIPLO_DECLARE_WAR_LEADER_LANUN</Text>
                    </DiplomacyText>
                </Response>
and change it to (where reference to casin is removed at the beginning a new entry for her is added later)
Code:
                <Response>
                    <Civilizations/>
                    <Leaders>
                        <Leader>
                            <LeaderType>LEADER_LAGGS</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>
                        <Leader>
                            <LeaderType>LEADER_MORDMORGAN</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>
                        <Leader>
                            <LeaderType>LEADER_PALGADEE</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>						
                    </Leaders>
                    <Attitudes>
                    </Attitudes>
                    <DiplomacyPowers>
                    </DiplomacyPowers>
                    <DiplomacyText>
                        <Text>AI_DIPLO_DECLARE_WAR_LEADER_LANUN</Text>
                    </DiplomacyText>
                </Response>
                <Response>
                    <Civilizations/>
                    <Leaders>
                        <Leader>
                            <LeaderType>LEADER_CASIN</LeaderType>
                            <bLeaderType>1</bLeaderType>
                        </Leader>	
                    </Leaders>
                    <Attitudes>
                    </Attitudes>
                    <DiplomacyPowers>
                    </DiplomacyPowers>
                    <DiplomacyText>
                        <Text>AI_DIPLO_DECLARE_WAR_LEADER_CASIN</Text>
                    </DiplomacyText>
                </Response>
 
Ahh, ok. I've sent Saathei a PM to ask about this, Sephi.

Writing diplotext isn't hard but it is time consuming. I am not in love with the idea of going back and re-packaging what I've already done and then writing the next 30 when I have no idea if the help is wanted at all. So I'm going to wait for a thumbs-up or thumbs-down from Saathei before I do anything else with it.

Whatever the case, hopefully some of what I've done so far will be useful, if only as source material.
 
umh, a sheaim stack made of pyre zombies + an archer is sitting next to a city of mine. I tell my 9 archers to range attack them, the first 2 damage the archer and all the subsequent rangeattacks do 0% against the already damaged archer instead of hitting the zombies. is this intended? I don' think so, it doesn't make sense :lol:
 
I'm not sure if this mod is the source of the mapscript "Wild Erebus", but it is broken with blessings of Amathon selected.

I don't know if this would be an contributing issue, but I got a python exception in Flavourmod; something like "nonetype has no attribute isNone"
 

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Ahh, ok. I've sent Saathei a PM to ask about this, Sephi.

Writing diplotext isn't hard but it is time consuming. I am not in love with the idea of going back and re-packaging what I've already done and then writing the next 30 when I have no idea if the help is wanted at all. So I'm going to wait for a thumbs-up or thumbs-down from Saathei before I do anything else with it.

Whatever the case, hopefully some of what I've done so far will be useful, if only as source material.

SORRY SORRY that I haven't been about lately! The first couple weeks of this month have just been crazy busy for me. I'm way excited for all the work that's being put in and I'll happily get everything in the XML files after the 15th.
 
SORRY SORRY that I haven't been about lately! The first couple weeks of this month have just been crazy busy for me. I'm way excited for all the work that's being put in and I'll happily get everything in the XML files after the 15th.

Hey, no worries. I really should have asked around *before* jumping into it not halfway through. I'll see if I can get the bulk of it done in the next 5 days.
 
is there a way to make it so opposing religions won't be founded in the same city? having order + AV holy city, or empy + esus being the same city is really weird. imho the "where is the holy city going to be located" routine should favour cities with no ( or fewer ) religions in them, and greatly disfavour cities that are already holy cities.
 
That one is rather different. Christianity was founded by a reformer; Jesus was born a Jew, and died Jewish.

Same thing with the Buddha; He intended to reform Hinduism, not found a new religion.

Both of those situations are rather different. A better example would be if Satanism was mainstream, and had the same holy city as Christianity.

From a balance perspective rather than a flavor one, though, there should really be a limit like Gekko suggested; Otherwise you can get a city with absolutely insane commerce. Obviously, if you only HAVE the one city, it should be able to double up; But otherwise it should be founded in a different city.
 
Garrym Gyr REALLY needs one more trait... aside from defender being crappy enough on its own ( compare it to beeri's Industrious... ) , it's utterly useless for the Luchuirp since it doesn't work on golems. Arcane could be nice for example.

weird, the skeletons in this screenshot have been standing there perfectly still for a good while now, instead of attacking that relatively vulnerable city.

I see AI workers doing the infamous "mines over cottages" thing, not sure if it's intended, looks dangerous :lol:

it would be awesome to not allow archers to use ranged attack on a target if it would cause 0% damage, less micromanagement ;)
 
Arthurus Thorne is Agg/Ind instead of Ind/Org and Kandros Fyr is Org/Fin instead of Agg/Fin.. is this intended? imho an even better fit would be Kandros with Agg/Org and Arthurus with Fin/Ind :D
 
Bug: I found a bug with the Unit AIs.

In the following save, there is an Archer in the Kuriotate city of Caledor that has UNITAI_COUNTER. There is a stack of skeletons next door to the city.

If I press enter, I get a "Waiting for other civilizations" hang.

Changing the Unit AI to UNITAI_CITY_DEFENSE solves the WfoC error.

Version 7.20 with hotfix.
 

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the Ring of Carcer doesnt seem to be working properly, the game starts with "barbarian created Brigit" and "Brigit got killed!" on turn 1
 
I updated post #234. Elohim and Grigori done.

I am a bit behind. It is hard to do a bunch of these all at once. I find all of them start sounding the same after an hour or two. I'll try to get them wrapped up by the end of the 15th.
 
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