World History Mod Conversation

More good news:

I have completed coding the whole Lib.Spi’t’s Tech tree. I’m just finishing small things as implementing Nightinggale’s relative tech tree position into M:C’s and earlier Lib.Spi’t’s techs. And I have to have a look to Lib.Spi’t new yields.
Nevertheless the arrows continue to go funny.

I would like to know which GitHub branch I should clone onto my desk to push the tech tree. It should be a version working with the new yields and the relative position.
 
I would like to know which GitHub branch I should clone onto my desk to push the tech tree. It should be a version working with the new yields and the relative position.
I added it to master branch and I planed on only having one branch for simplicity, but then while I wasn't looking we suddenly gained a new branch.

This mean currently master branch has the relative yield setup, but it can't start because of other problems. World_History branch is being fixed at the moment and I will eventually add relative techs to that one as well. Right now none of them are playable.
 
I am excited about seeing all my brand new yield pics disappearing under the mystery of undiscovered techs!

Are we still having to use the M:C method of "disappearing" yields on the City Screen? That's one change I would love to see where undiscovered yields do not even show up instead of being covered up by my "must be discovered" icon.

I wonder if it would work or could be setup so that each Era of time has its own Yield selection. So, that when you progressed to a different age you would have a new set of yields. That way you wouldn't have all 80+ yields on the screen at once. Something needs to be worked out for sure, if nothing else just remove obsoleted Yields from the screen.
 
Yeah, it is still the standard mc system, I just made a new locked art for it.

Obseleting is not that big of a problem, as in my design only about 10% of yields actually obselete, and those are weapons, armours and tools, maybe luxury food too would be the other.

So it is only about 10 yields out of 90+ that would disappear.
 
There is still something really not right with techs...

some techs prereqs just do not seem to be working...

I can research Astrolobe from the start despite it having 2 prereqs, there are some other oddities with prereqs, with it seeming to be connected to a different prereq compared to the code...
 
I still hate using git....it just does my nut in..

I look forward to seeing the new tech tree TW, send me a copy of the file if you get a chance.

I am excited about seeing all my brand new yield pics disappearing under the mystery of undiscovered techs!

I'm out for the weekend, so I can just finish those little things I have left locally and I'll try to push it to master next week. If I can't do that because writing or understanding limitations, I will make the file available here.
 
I'm out for the weekend, so I can just finish those little things I have left locally and I'll try to push it to master next week. If I can't do that because writing or understanding limitations, I will make the file available here.

When I get the Civics Screen ready to merge with master, I'll have a look see at the issues with the Tech Tree and such, before starting another project.
 
Cool.

I am still being befuddled a bit by the game fonts....

It is so difficult to figure some of this out, some I can workout based on the fact that there are three extra yields that will eventually be removed which are screwing up some of the placements, but others are spitting stuff so wildly out of place that I can find no logical reason for it, I also can't figure out in what circumstances the two lines of yields are used the lower one has the addition of the balloon boat and the palisade.. but what line 1 and line 2 are assigned to is a mystery to me.

Then I have the fun of where the 75 ones are used compared to the larger ones.

I also wonder if I could get away with adding extra lines beneath for more yields....

I won't really be able to answer any of these questions until I can lose the three extra yields, then I can really work out how much I have lined up correctly, and what is still an issue...

I shake my head some times at what firaxis designers thought were good ideas...
 
Here I attach a copy of your tech tree.

You mean the CIV4ProfessionInfos file should be extended to include the new professions that produce the new yields, right? I can do it. But it could help if you included another column with the yields consumed. That way I can code it on the same go.
 

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As said in the monkey work thread I merged the two world history branches into one (master) and removed the unneeded World_History. You should pull/clone the new master before doing more work. It is also a good idea to pull often in case somebody else pushed something.

Github has the ability to send emails when somebody pushes something. However it is limited to two addresses and they recommend setting up a mailinglist. We don't have a mailinglist and I have never tried making one :(
 
I am hoping that we can modify orlanths xmlgen script to make the files for us, I am trying to wrap my head around it.

It is not so much complicated as it is huge, and will be 3-4 times larger by the time we have added all the new content.

I can add a consumed yields column to my basic professions list, to make that easier to correlate.

Just testing out the new tech screen now :D

Oh cool the butchery issue is fixed! Did we ever find out the source of that issue?

Well I just have to say that is the beginnings of a beautiful looking tech tree!

Nice work everybody!
 
TW: Here is the Design File with Consumed Yields added, it is all on the last tab.

There is probably a lot of refinement that will need to be done, but this should hopefully provide you with enough info to get the first xml run through done.

Obviously, if anything is missing or not clear then hit me up!

But hopefully once we run everything inside the xmlgen file, we should have a pretty massive chunk of the first playable version done!

I am pretty rough at the minute, so working my way through that xmlgen file is a bit much for me, but if you can do it TW you will get a big round of applause from me, the tech tree is already looking amazing!

I can't wait till we get all this other xml in so we can start adding and unlocking everything in the techs!

I wanna see 95% of the yields locked when I start a new game! :D
 

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The consumed yields tab will help me a lot in my work.:goodjob:

I think you are misjudging my abilities. I can expand CIV4ProfessionInfos file to include your new professions, yields produced and yields consumed. Only this.

I just learnt to have a little perl script to help me substituting texts. I can’t program an xml generator. Besides, I think these new professions should be included into a Unitschema file or something. Never done that before.
 
No schema files hold the names of xmltags and what should go in them, like a number or text, etc. We don't need to fiddle with those! :D (Hooray!)

I think the gen file is easier than I made it sound, I have attached it so you can have a look, all of the 'programming' is done, I think it just needs the 'text' editing.

Spoiler :
Code:
# arrays of professions: 1st item = description, 2nd item = yield produced, rest of items = yield inputs
# professions producing yields on map plots
@plotprofs = (
	['[COLOR="Red"]Agriculture[/COLOR]','[COLOR="Lime"]NUTRIENTS[/COLOR]'],
	['Biopolymer Harvesting','BIOPOLYMERS'],
	['Base Metals Mining','BASE_METALS'],
	['Silicate Mining','SILICATES'],
	['Precious Metals Excavation','PRECIOUS_METALS'],
	['Actinide Extraction','ACTINIDES'],
	['Isotope Extraction','ISOTOPES'],
	['Rare Earths Extraction','RARE_EARTHS'],
	['Crystalloid Extraction','CRYSTALLOIDS'],
	['Nucleic Acid Culture','NUCLEIC_ACIDS'],
	['Amino Acid Culture','AMINO_ACIDS'],
	['Tissue Sample Culture','TISSUE_SAMPLES'],
	['Microbial Culture','MICROBES'],
	['Datacore Excavation','DATACORES'],
	['Artifact Excavation','PROGENITOR_ARTIFACTS'],
	['Alien Specimen Excavation','ALIEN_SPECIMENS'],
	['Opiates Cultivation','OPIATES'],
	['Xenotoxin Cultivation','XENOTOXINS'],
	['Botanical Cultivation','BOTANICALS'],
	['Hydrocarbon Drilling','HYDROCARBONS'],
	['Clathrate Drilling','CLATHRATES'],
	['Core Sample Drilling','CORE_SAMPLES']

So what needs changing (or deleting and a new one adding) is the item marked in red and green, so red would be 'Farming' and green would be 'FOOD'

This then does some kind of magic by using stuff written further down to create a professions entry that has farming as it's description and YIELD_FOOD as the produced yield.... I THINK!

SO I don't know whether it will work... because I am thick! but we just need to change these simple lines of words to make the WH professions align with WH Yields, like what we have in the design file...

So these are all the 'areas' that we can change and do this:
These are about the first 140 lines (this reference will change if you add remove stuff)
Spoiler :

# arrays of yields (Just the description name)
@cargoyields = physical ones that can be transported like wood
# array of abstract yields. (Just the description name)
@abstractyields = that can't be transported like bells.

# improvements, goodyhuts and improvement builds
@builds = names of improvements like farms and mines
@goody = names of goodies like ruins and burial grounds

# arrays of professions: 1st item = description, 2nd item = yield produced, rest of items = yield inputs
# professions producing yields on map plots
@plotprofs = (
# professions producing yields in buildings
@cityprofs =

#city production yields needing specialbuildings
@cityyields =

#other specialbuildings
@miscbuildings =
@onetierbuildings =

#From units
# array of arrays for unit content: first element = specialist name, rest = specialist yields
@allspecialists =

@walkprofs =
# military and other non-colonist units which don't take professions
@transportships =
@warships =
@miscships =
@miscland =
@miscunits =
@beastunits =


Then at 860 we have terrain plots and their yield generation
he has several planet groups here, which would be good for making the 5 continent groups.
EURO
AFRICA
AMERICA
ASIA
MIDEAST

Then at line 1040
we have feature generation and their yield changes

Then at line 1160
we have bonus generation and their yield changes

Then at line 3392
We have Civ and Leader generation changes
(I just noticed the names of some of Orlanths leaders, we are working with aliens!!!)

Then at line 3497
We have trait generation

Then at line 3733
We have Tech generation (but you have already done this lot!)


If you know how to activate a script to run it (I am still trying to figure that out) this might be a better use of your time, because with just word processing, you can generate most of the content for most of the xml, I think, then we can just go in and change the details of each component, when it is generated.

Before you get too far into the professions list, just have a look at this because you might go 'Wow I can do this!'

You might find it more rewarding also as you will have made most of the xml for the whole of WH!! Also as most of the buildings and such we need, don't have a name yet, you could be the creator of those too! (Even if they are just basic ones that we change later!) :D

There are just too many entries for me to make with the way I am feeling right now, but your progress with the tech tree, shows that you are pretty awesome at this sort of thing!

And if we can't figure something out, I am sure orlanth or any of the other guys will help us figure it out! :D

I just have a feeling, if we crack this... it is going to do so much of the hard work for us!
 

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Yes, you've got the gist of basically how it works. :borg: It's longer and more messy than if I were a real software engineer, but if you stick to editing the content in the arrays to the content you want for your mod I'm hoping it may be doable. (At worst it will give you a lot of base XML files you can edit as you like). The main difficulty in creating all the XMLs for a total conversion mod from scratch is keeping track of all the numerous references between all the files and keeping them all correct while avoiding errors/typos; this at least may solve that though you'll still need to edit resulting XML to your taste which is still a big job.
Then at line 3392
We have Civ and Leader generation changes
(I just noticed the names of some of Orlanths leaders, we are working with aliens!!!)
They have found us out :eek: Nightingale, Kailric, engage the amnesia ray! :scan::assimilate:
 
No schema files hold the names of xmltags and what should go in them, like a number or text, etc. We don't need to fiddle with those! :D (Hooray!)
Schema files are written in M:C master to fit DLL options. The XML indent script will copy the schema files from master to whatever mod it is working on, hence schema file changes relies on DLL modders, not XML modders.

It's longer and more messy than if I were a real software engineer
I'm not aware of any real software engineer, who ever worked on any colo mod. Excusing that you aren't one is rather pointless as it goes for all of us :lol:

They have found us out :eek: Nightingale, Kailric, engage the amnesia ray! :scan::assimilate:
I knew this infiltration mission would fail because you couldn't figure out to keep your mouths shut and your tentacles to yourself. We should have stayed with abducting farmers and mutilating farm animals :deadhorse:
 
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