WoC Lite(made for merging)

Thanks
If you might use this in future....

I did a merge for RoM here.

http://forums.civfanatics.com/showthread.php?t=319356

It would be nice to have all fonts in the gamefont files needed for each mod.

zappara is good with working with them as well.

I mean there is only what 184 religions, 184 corporations, and 368 resources spaces available. :crazyeye:

Anyway it would be nice to have one set for all mods.
 
Interesting Keldath! You are one of the "heavy weight" mod creators on CivFanatics and you are thinking of building more functionality into your mod with a future RevDCMWoC. Interesting :goodjob:
Cheers.
 
glider1,
hehe... heavy wieght modders.....i dunno about that...

revdcm is my 101 modding rule,

a mod that doesnt contain this code in my eyes, will never be a complete one.

woc.....woc is my old friend, i know woc since it was a little idea :)

the only thing i fear is instability, so for now, i wanna know that woc lite is like revdcm 99% stable, before i use it.
 
I just tried to mod with RoMWoC = DCMRev + BUG + Woc + RoM and I am getting a runtime error. Help please.

What I was doing was just adding a movie to one of the wonders. This has worked in earlier versions of RoM.

What I did was make a Custom Wonders directory in modules and add it to the MLF_CIV4ModularLoadingControls.xml file. I then played the game until I built the Circus Maximus. Saving just before it was built. No movie showed - Duh! I had forgotten to copy the directory with the movie and xml into the Custom Wonders directory. I had not forgotten to make sure the directory in the art define pointed to the correct place.

So copy the directory in, load save game and crash! Help!
 
@Dancing Hoskuld

I can not really know for sure what is wrong with your files without seeing them, but I made an example of the Longevity wonder in the WoC Full. I hope it will help. You need to have the buildings schema if you are using Civ4BuildingInfos.xml, and the art schema for whatever art. And it needs to be the correct one just copied over from the XML folder.

With this file all you have to do is drop it in modules and the folders name to the MLF xml in the modules folder.

Anyway here is an example and if you have anymore questions ask away.
 
@johny smith

What I should not do is mod, program or post when I am ill, I make too many mistakes.

the question I was asking was "Does adding a folder into a folder in the Modules folder which I already have in MLF_CIV4ModularLoadingControls.xml break a save game?" Note I am getting a runtime error not an XML error.
 
Yes it can sometimes.

If you are still having problems send me the files and I can take a look, but I think you can follow the example and it will work.
 
I cleaned up the download. Somehow had the older version inside of another folder within the old sorry about that. It is fixed now. Also found I had DCM Range Bombardment not really turning on. That is fixed as well.
 
Please review my test results on post 127 in the following link:

http://forums.civfanatics.com/showthread.php?t=300619&page=7

I'm really itching to convert all of my mods over to WoC format, but I really want WoC Lite to work right first. I may not have placed my WoC formated National Wonder files in the right place, although I tried several places. Perhaps you can shed a little light and tell me what I may have done wrong. The WoC formatted National Wonder is attached in the zip file.

Note: I am using the latest download and I get the same results: New Wonders do not appear on the list.

Respectfully,


Orion Veteran :cool:
 

Attachments

You have the wrong "CIV4BuildingsSchema.xml" is why.

You have the WoC Full schema in now. I cut all of that extra stuff out.

Each schema is different in these files depending on what has been added to the dll.

I made sure to place the schema in the xml folder for everything corresponding to the build it is. So which ever version you are using copy the CIV4BuildingsSchema.xml from assets/xml/buildings in and it will work.

Sorry I should of gave some more documentation to explain.
 
Firstly, I always thought that WoC was a great idea and a move in the right direction. I still do.

It does have a couple of design problems if you are a modmodder, especially if there are a bunch of modmodders for a mod. After all it was designed for moders :)

The first is minor - before WoC a player could use the modmods without having to edit any XML now they can't. This will mean that some will not use the modmods because it's to hard or frightening.

The second is a bit more of a problem. If a modmod is making changes to a building the XML in the modmod's folder can be additive in certain cases. For example you can't change the bonuses a building gives only supplement them. So if you want to drop the culture provided by a building and give commerce instead you have to change the mod's buyildings XML as well as your modmod's. As you can guess with three or more independent modmodders doing stuff this can cause nightmares in merging these mods. A work around may be to put appropriate negative modifiers in your XML but I have not yet checked out this aspect.

Perhaps I should point out that the mod we are modding is Zappara's wonderful Rise of Mankind mod. So far we have been working on different parts and just commenting on how the various modmods will go together or suggesting install orders and providing modmod patches.
 
Well adding xml yes is not perfectly as simple, but it gives you more control over what loads. But not a big burden once every understands it.

Yes you are correct with it adding to. The initial design was to have the xml empty in the main xml folder and run everything out of modules. I would propose for the solution is to make things in the xml folder as a modules so it just adds to in cases like this and then can be turned off for new mods added.

But yes it takes a little organizing to get everyone together on it. The WoC is not perfect, but helps a lot in different areas. You do know you do not have to include all of the xml for a file right?

If you look at examples of what is in the WoC Full you can see what I mean. That is one strong point to it. You can just give some basic info and not repeat so many lines of no changes in a xml file. When it say 0 it is not needed to be added to a file.
 
Well adding xml yes is not perfectly as simple, but it gives you more control over what loads. But not a big burden once every understands it.

Unfortunately 99% (exageration) of players don't want to, or have fear of new maybe so don't want to, learn how to change XML. Its is the old fear that if you do something wrong you will break the machine not just the game. Its human nature :)

But yes it takes a little organizing to get everyone together on it.

Organizing programmers? Is that even possible? :D.

The WoC is not perfect, but helps a lot in different areas. You do know you do not have to include all of the xml for a file right?

Yes, that is why I have been a fan of the idea for so long. It is only receintly that I have gotten up the courage to start modding. It also fits right in with my first mod which was just adding movies to the wonders in RoM that did not have any. If it goes WoC then I will not have to make a new set every RoM release and just check to see if Zappara has merged them in to the new version or not.

BTW the problem I was having with that wonder was that putting the code (XML) in broke the save, there was nothing wrong with the code itself as playing a new game showed.
 
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