WoC Lite(made for merging)

I updated the Revolution addon pack. Not much changed removed some extra files. And I had forgotten to update the SDK before for it.
 
Updated the Revolution addon. Forgot one schema file. Posted it here if someone needs it. It is the units schema.

Removed now to avoid confusion.
 
I just sent up a file for the inquisition units. They have their own AI in the dll.

Included Zoroastrianism as well, and the units for the religions.

I will put some of these together later into one. But wanted to leave each as their own dll.
 
Extra if you want to try but you need to just understand the MLF a little.

Here is a link with the 30 denominations I made.
https://worldofciv.svn.sourceforge.net/svnroot/wocrapture/Installer/Denominations Pack.zip

Here is a link of the 30 inquisition units.
https://worldofciv.svn.sourceforge.net/svnroot/wocrapture/Installer/Inquisitionunits.zip

And here is a link of the audio files for some pagan religions I was working on.
https://worldofciv.svn.sourceforge.net/svnroot/wocrapture/Installer/Religion Sounds.zip

It is modular so pretty easy to do though. But just if you want to see them. They do not have all techs for them because I am using schisms in rapture to found most of them.
 
Tried those extra ad-ons you just made but had a problem with the Inquisition one, had about ten of these , some with different names but this is just an example:

Assert Failed

File: .\CvGlobals.cpp
Line: 3851
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type MEMORY_REMOVED_RELIGION_FROM_CITY not found, Current XML file is: modules\inquisition\inquisition_civ4leaderheadinfos.xml
 
The zip file has a problem with it having too many characters in the name. I will send up another.

But if you can extract the assets out without the folders above then add it then it works.

Sorry about that.
 
Should be fixed now. Sorry again.

It was missing this file in the BasicInfos folder "CIV4MemoryInfos.xml" is why it would do that. But the zip file was messed up anyway.
 
OK i JUST dl'ed everything Again, and it worked, UNTIL i tried to add the Revolution Add-On, i override everything, and then it crashed to desktop, no errors, just the crash????



EDIT: I deleted the rev add-on and made another copy of everything, but this time when playing, I was asked to trade techs, which i did, and got them but NONE of them had a pop-up saying i got them, they just appeared in the tech area????

And WOW its difficult to find out which religion i have when four different religions just show-up with holy cities(three here and one in a different city)??
 
They do not all at once. Not yet. I made separate downloads. The addons do not stack. I did this to test to merge them later. Just one addon at a time.

LOL!! Sounds funny though. Sorry working on some more pieces to send up as separate downloads as well. Will put them all together later. But wanted people to able to use less if they want to help merge individual pieces.

Again. The Addons do not work together just one at a time.
 
I just modularized Influence Driven War and got Unit Statistics ready for WoC Lite. I will send it up sometime soon. Going to get Super Spies and DCM later. It looks as though schema will be in the same order for DCM and Revolution for the REVDCM dll.

Only thing will be the WoC Super Spies has some more things added extra, and we have some extra DCM stuff.
 
I uploaded the modular Influence Driven War and Unit Statistics. The modular Dark Blue theme is included. Again these are each their own dll with the SDK changes included.
 
I uploaded the modular Influence Driven War and Unit Statistics. The modular Dark Blue theme is included. Again these are each their own dll with the SDK changes included.

No offense but if a person does not know how to change around the dll, what good are these, and again NO offense. And i tried the tutorials, just major confusion to me?? I am more a hands on guy.:blush:
 
They will be merged. Relax I can only do so much. I am trying to test each component before the merge. I want to have them so people can go back and see what is wrong or if they just only want one particular thing.

I have 2 more addons I want to make. Then I am going to merge them. DCM and Super Spies.
 
Relax I can only do so much.

See that is why i really hate using a dll, what if you leave CFC??


ok ok, Vos ish los? i might have misspelled it? LOL "What is Happening":crazyeye:
 
See that is why i really hate using a dll, what if you leave CFC??
:confused: Calm down, man. He's already taking a lot of time to do this, so don't get mad at him for no reason. Maybe you could try using the WoC mod itself? It has all of these components in it already.
 
:confused: Calm down, man. He's already taking a lot of time to do this, so don't get mad at him for no reason. Maybe you could try using the WoC mod itself? It has all of these components in it already.

I already, PMed him, he knows i was joking, ok. Like i always do, but thx for getting in the conversation, LOL:p
 
Ok, the tech example is a perfect illustration for what I am asking.

Let's say I keep my mod designed in an absolutely non-modular method, but I incorporate WoC Lite to get the new Modular controls.

Someone else comes along and decides that they want to make Crafting (no Tech Prereqs) require Horseback Riding. Can they create a module that simply says:

Spoiler :
Code:
<Civ4TechInfos xmlns="x-schema:CIV4TechnologiesSchema.xml">
	<TechInfos>
		<TechInfo>
			<Type>TECH_CRAFTING</Type>
			<OrPreReqs>
					<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			</OrPreReqs>
		</TechInfo>
	</TechInfos>
</Civ4TechInfos>

So, this being the ONLY modular file used (other than the schema of course), and no MLF being stated, would it work?

A bit late to the game, but I was gone a few days.

No, this cannot be done as TECH_CRAFTING as defined above is a very incomplete tech definition, you miss cost, description, button etc. All of this needs to be defined even in the modular format.

However, if someone had defined that, you could add a dependency to horseback riding in a separate file which would look like the one you used and the two definitions (the full and the partial) would be merged to one.

If you make sure that horseback riding is loaded before crafting (via MLF or simply because riding is a standard tech which always gets loaded before modular xml), you could have crafting in a separate file however.
 
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