World History Mod Conversation

Ok so I need to find out where those are handled and figure out some fixes, as I have 3 kinds of tools and several kinds of weapons..
I have a long term plan to make the AI more advanced regarding yields, which will hopefully remove the special code for tools.

Yeah I have forgotten my login details, so I will need to make a new account..
Don't they have a "I forgot my password" feature? Naturally this will only work if you can remember the password for your email.
 
I managed to move building setup from python to XML. This mean the WH branch can start the game. There are some asserts at startup though, but they are all related to XML/yieldgroups. Do try to fix them.

What is the AI code about City billboards and yields? What does that mean??
There is an offset bug somewhere in the M:C code and this mean some yields will get drawn with the wrong icon. On main map, some cities have tools, horses etc. If a yield shows up there as an incorrect one, then try to add it to this group.

the real solution would be to figure out why it is wrong in the first place. This group is just a workaround until the real cause is found.

I have also added some more yields to the AI Groups, if you are building new dlls, if you would be so kind as to pop this in too! :D
Done.

I added both Lib.Spi't and TradeWinds to github. You should be able to work on World_History branch without asking me every time you want to change something. Naturally I will still be around and will do something if something breaks or whatever.

Oh and do try to avoid adding graphics. We will run out of disk space otherwise. Use dropbox for graphics instead.
 
yeah, I will not do graphics for git.

right well I tried my first push, but I put the wrong password first time, and now it says that everything is unchanged, and so cannot push the changes.. unless they are already pushed... honestly I don't really know if they have been copied or stored or overwritten or what.. nothing changed when I copied the xml over again, so I really don't know if I have shared my yield changes or not...

ugh, also I do not know where the changes you made today are, are they in the .dll and thus I don't have to compile, just use a new one from somewhere?

Where are the new xml references stored, and the changed xml files...

My head is still a little lost with git, I am getting the basics, and when I first moved the xml changes I saw it all laid out, but now I am not sure where to look or what to do to pull and push the stuff, as I cannot locate new bits :D
 
Log reading to see what is committed:
Spoiler :
log-unpushed.png

In this screenshot we have a branch called develop. It has 2> meaning there are two local commits, which is not yet on the server. If you have those, then click push (not commit, push) and whatever you committed will be send to github.

Git consists of 3 layers
Github
Your local server
Working copy (the files you see)

Commit moves changes from working copy to local server. Push moves from local server to github. I suspect whatever you made is on your local server.


Where are the new xml references stored, and the changed xml files...
Look at the log to see what changed: https://github.com/Nightinggale/Medieval_Tech/commit/87b944ff7712741cf18dd56bc5a9bcb8bdcd9395
Smartgit has a better log system than the one github provides, but I can't link to smartgit ;)

The interesting part for you is likely CIV4SpecialBuildingInfos.xml
 
I still can't figure out if I have pushed it to world history, or the master... I hope it hasn't done it to master...

I also can't figure out if I have your changes, or if your changes are in the master or WH branch...or how I go about getting them, and if I know whether or not I have them, I tried pulling, but that seemed to do a whole lot of nothing...

Ok after running winmerge, it looks like I do have the changes.
 
ok I just merged in your newest .dll (I think) and I got this message

Assert Failed

File: CvXMLLoadUtilitySet.cpp
Line: 597
Expression: NUM_YIELD_TYPES == GC.getYieldInfo().size()
Message: Wrong number of yields in XML (correct mod?)

Does this mean I have copied a wrong .dll, or the wrong .dll was in world history, or door number 3?

it looks like yields have somehow got muddled up?!?

Assert Failed

File: Yields.cpp
Line: 56
Expression: !strcmp(GC.getYieldInfo(eYield).getType(), XMLname)
Message: XML error. Found YIELD_HORSES instead of YIELD_CATTLE at index 2

ok it looks like it is running the medieval .dll because it just referred to silver..

Yep I definately managed to get the wrong .dll some how Assert Failed

File: Yields.cpp
Line: 69
Expression: GC.getYieldInfo().size() == NUM_YIELD_TYPES
Message: XML error. Expected 34 types, but found 91


but still... 91 yields how epic is that, and the REALLY good news, is I ran it before i put th wrong .dll in, and they all fit on screen!! :D

I just need to see what they look like in city screen.

if you could be kind enough to send me a WH .dll here, I would gladly appreciate it! (I don't think my mind can take anymore working with git for a while!) {I want to get back to working in notepad++ with the xml where I feel nice and cosy safe!} [Next job.... finding yield pictures!! Wahoo!!] |right now I have plate armour coming out the wazzoo!| that was a lot of brackets!
 
Message: Wrong number of yields in XML (correct mod?)
This is the first hint, that you didn't compile for the right mod.

First you edit Makefile.settings and add
Code:
CUSTOM_CFLAGS = -DWORLD_HISTORY
Without that line you will get a DLL for M:C. You need to rebuild (not just build) after changing that file.
You can also set YOURMOD to copy the mod to the right location. I think I wrote that how many times now?... 3 times?

I'm considering some more clever way of setting this up, but I haven't figured out how it should work yet.

Besides I updated the DLL in world history. You shouldn't need to compile one yourself as long as you only modify XML.

Select a file in smartGIT and clicking "Discard" will remove local changes and revert it back to how it was in last commit. Do note that you can filter file view (top right buttons).
 
No I didn't compile one, this was the one that came down from git, at least I think it was, it was in my git folder, so it couldn't have come from anywhere else, and I think it was pulled from the WH branch...

I don't think I have a 'master' branch set for that pull/push folder...

This is why I asked for the right .dll here, as I have no idea how I got the other one?!? :D
 
You pushed the changes to master branch, not World_History. That explains why the XML assumes it to be M:C.

In smartGIT in the low left corner is a window/tab called branches. Open origin and doubleclick World_History. It will ask if you want to track changes locally, say yes and switch.

Don't try to clean up master. I will do that. Just make sure you use the correct branch. Also do try to run the game before you commit. You might have made a typo or something. In fact reviewing the changes in smartGIT is a good idea. I do that for more or less everything I commit.
 
Just to prove I am not a total waste of time and energy!

Presenting the:

:woohoo: WORLD HISTORY YIELD SCREEN :woohoo:

[pissed]WITH OVER 80 YIELDS[pissed]

It is not finished yet, but it is damn well closer than it was 5 hours ago!!

Well Done Everybody!

:banana::band::banana:

:high5:



I also attached the yield file incase you feel like programming them into your civic tech work TW
If you do I suggest making the tech tree first, testing it is ok, then adding in the yields, then send it to me and I can test that the yields are all good to go too!
 

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I also attached the yield file incase you feel like programming them into your civic tech work TW
If you do I suggest making the tech tree first, testing it is ok, then adding in the yields, then send it to me and I can test that the yields are all good to go too!

Alright, I can add them as comentaries first, for a test and then coding them into real yields.
 
@Lib.Spi't:

Just a small "warning":
High numbers of Yields and Professions can seriously impact performance.
Because there is a lot of AI code involved.

So when adding lots of Yields and Professions, you should make sure that you take other measures to improve performance again.
 
I have removed write permission for Lib.Spi't and Trade Winds
Committing to the wrong branch is messy and unacceptable :nono:

Instead I added write permission for both of you here https://github.com/Nightinggale/World_History
Using a different project allows different settings for write permission and this is the only way I can give write permission to one "branch" only. This should be easier for everybody as now you know you can't write in the wrong branch anymore.
 
hmmmm...

I am trying to find references to the free buildings you start with, (like carpenter, village hall, etc.) But they do not get an ifreetocity type reference in the building xml, so it must be handled some where else, source?

Also I had no idea how much free stuff a castle gets!! I wanna build castles now! (or were they disabled?)
 
Well I just spotted my first billboard issues...

Apparently an ale brewer converts fealty into faith...

and the village hall produces something other than fealty but I have no idea what the symbol is :D

It looks like pretty much everything is out of whack! :D

Also I have a curious phenomenon with the carpenters shop, and I can't figure out why..

As you can see from the pic, the desc box writing has gone funny, and there are no worker slots..

You can also see some of the changed icons at the top, the thing that looks like three trunks of a palisade, and something which I am dubbing a balloon ship!
 

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