World History Mod Conversation

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 have made a good point. I will investigate this first thing.
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
I’ m happy to help. My reward will come when I had over-researched all the AI civs, I had escorted my ultimate space cargo ship col:2071-like to the last Soviet-era-artillery-defended city and had taken all their uranium to other planet that I rule.

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:

Were you Magicians or Aliens? We also bring here the core philosophical mysteries for us hominids.
 
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
Regarding names. Descriptions in vanilla is TXT_ something and those are defined in TEXT. This allows both translations and modifying text without altering code. Kailric discovered the misfortune that it will print whatever it says in that line meaning you can skip text and hardcode text into the code. Moving these strings into TXT would be a good move and worth considering if you mess with the XML anyway.
One huge benefit of using TXT is that the same string can be used in multiple locations. As a result renaming something will no longer include the risk of having multiple names in use at once.

Adding more text xml files is easy. The game automatically loads all xml files in the text directory meaning you can add files as you like. I'm not sure precisely what will happen if you reuse a vanilla name, but other than that they can be named whatever you like.

IF WE CAN'T HAVE OUR PLANET THEN NO ONE CAN!!!!!

PRESS THE BIG RED BUTTON!!


:nuke:[pissed]:nuke:
You mean you will voluntarily wipe the planet free from life? That will make our mining project even easier :woohoo:
 
Yeah I have a lot of experience with TXT files, all the new yields have new TXT Strings and a new TEXT file.

That is a pretty easy thing to do and change, and doesn't really do anything 'game breaking' if it goes wrong.

I added a new version of the xmlgen here for you TW, it just has the new terrains added, as I hadn't discussed the continental differences.

Everything else is untouched, including the features and bonuses section, so stuff like LUMBER would need putting in those..

Anyway, good luck and I hope you enjoy it!
 

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it wouldn't appear as a change though, just a new file.
First time it is a new file, next thing it is the same file being changed.

and for some reason it won't let me commit the script...
You have to add it to git first. Select it and stash it to give it that green icon. It will then be added to next commit.

I can't remember if I mentioned it or not but I hate git :p
and I hate having less than 100 active developers. We can't all have what we want and have to make do with what we have.
 
Well it looks lIke I clearly managed to miss adding a few techs for a few resources!!

I have updated the civic file.

and a screenshot too!

The missing tech yields are:

herbs (this will probably be lumped in with grapes and cotton)
barley (early medieval tech probably wheelbarrow)
coal (medieval Mining)
steel (Steel Forging is on my sheet, not sure if it made it in as a tech?)
silk worms (renaissance)
silk (Renaissance)
steel weapons (Blast Furnace same as Plate Armour)

ok these should all be fixed now
 

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My email notification worked this time. That was the last outstanding issue regarding WH in the list of the 4 git related issues.

You added 10 scripts meaning you figured out how to add new files (but didn't you do that earlier?).

Print screen will take screenshots of what the game displays. In other words it will only contain what the window contains and not the window itself or the windows bar. Screenshots will then be saved in screenshots directory (next to savegames and all that).
 
I have found a couple of features created by TheLopez that could be interesting for WHM. My monkey knowledge doesn't show me if this code could be useful or not.

One is food supplies mod, were units from Bts must consume food or take damage. They can even feed on plots. That could be inmplemented in our nomad stage or when supplying armies.
http://forums.civfanatics.com/showthread.php?t=388545

And the other is decaying resources mod. We had a conversation about depleting resources and this could help.
http://forums.civfanatics.com/showthread.php?t=378425

In fact, TheLopez created a score of VERY interesting features and SHARED the code with the COMMUNITY.

Me, at the moment I am including the WHM tabs into the XMLgen and experimenting with the result. I hope I can get something working.
 
I have had my work a bit slowed down because I have been trying to develop a perl scrip to extract tabs from CIV4CivicInfos.xml. I haven't got it work as I really wanted, but it's of some help. I ended up with a text file with a list of tabs.
These tabs can more easily be included into the xmlgen. I would have liked to do several more things, but that has been quite enough for a beginer.
But my worries about the xmlgen are the need to include new lines in the future that will have been added or modified for the new features. The script can't run and create the xml until the last moment, to make sure it creates all the files with all the features.
Anyway, I will continue including the Professions, Units, Yields and Improvements as they are now. I think our xmlgen only generates the code for these.
My next activity will be devoted to including the tabs for Professions and Units, unles any of you consider I can devote my monkey abilities to anything for a more short term implement.
 
I have had my work a bit slowed down because I have been trying to develop a perl scrip to extract tabs from CIV4CivicInfos.xml. I haven't got it work as I really wanted, but it's of some help. I ended up with a text file with a list of tabs.
I would say you have come far. You wrote a script and it is doing something useful. Maybe it is due to mostly copy pasting, but it is working. This mean you have done something you claimed earlier you can't: writing code.

Maybe you should add this script to github. That would be the best way if you want others to take a look at it and it might end up doing precisely what you want it to do.
 
I find it is best notto second guess or try to future proof things, as you just end up bogged down in endless questions and never get anywhere...

Just fill out all of the entries you can think of, then send t to me, and I will see if I can think of anymore, then we can run it and see if we can move forward.

Most new features are usually coded in such a way that the new line only has to be present if you want the effect. (at least that is my experience with civ4 mods)

But just getting xml files with all the current needed content will probably see us adding probably 500-1000 entries into the xmlgen, then we have to 'stat' all of those properly, so it is best to just get it done and worry about new things later!
 
I want to work a bit further on both the xmlgen and my other script before pushing something, so that I can offer my best and something decent.
 
I also want to break my long silence.
I have pushed the xlmgenwhm, but the work is not quite finished yet. I wanted you to have a look to it; and also because for a couple of weeks I will be working intermittentely, so better having it on github for common access.
Moreover, I haven't even tried it, so you may, before I download the EN packs and stuff.

In fact, for the things left to be added I also need your opinion:

1-I have found a UNIT_PASTOR, I have no idea if it is part of WHM or Colonization:2071.
2-I don't know Lib.Spi't's plans for Relic and Treasure Units
3-In the xlmgen there is an array for special buildings. I think it needs further planning.

There is a last array not stuffed yet which is @beastunits I need to find them and have them included.
 
I have pushed the xlmgenwhm, but the work is not quite finished yet. I wanted you to have a look to it; and also because for a couple of week I will be working intermittentely, so better having it on github for common access.
Putting your work on github is (almost) always a good idea. Other people can get insights in the work and the diff log will reveal updates once you commit multiple times to the file. Both can be helpful for further development, especially if further development means somebody contributes something.
 
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