World History Mod Conversation

Hey did we ever figure out what was the matter with the arrows in this mod? I was just working on adding tech requirements to my civics when all of a sudden the arrows just went nuts!

I finally figured out what it was...
Code:
<iInitialCost>500</iInitialCost>
</CivicInfo>
    [COLOR="Green"]<!--Techs Starts Here-->[/COLOR]
<CivicInfo>
<CivicOptionType>NONE</CivicOptionType>
<Type>MEDIEVAL_TECH_ASTROLOGY</Type>

I added the comment text in green between two entries and that caused my problems. So maybe there are some comments that can be removed.
 
It looks like we have a serious problem regarding comments in XML :crazyeye:
I'm not sure we can do anything about it as some of the XML reading in done in the exe and I think the filter out comments part is part of it.

We might be able to replace SkipToNextVal() with our own code and solve the problem. However currently I have no idea on how to do that.
 
Yeah its best to avoid adding or altering XML comments, I heard from KJ Jannson and others that its very sensitive to that oddly. For the XML generator I went as far as making it exactly replicate the comment headers from vanilla & haven't had any problems with that.
 
I have made other comments on top of files and it seems to work just fine. I think the problem lies in comments between XML data. Or rather when something occurs * times and it expects the next one to start, like between </CivicInfo> and <CivicInfo>. If it knows precisely the name of the next one, then I think it can figure out how to skip comments.

I need to experiment more to be certain of this, but that is my theory so far based on observations.

Still being on the safe side would be no comments in XML :p
 
I made these comments to open a gate for substituting scrips to implement new future additions on the tech tree.
Also to separate Kailric's original tech tree from Lib.spi't addition.
But it is perfectly clear that on the final version we can do without all these.
Nightinggale already commented other similar issue.
Are you telling, then, that the arrows went crazy only because of that?
 
man I have so much design work to do my brain is melting :D

I have to figure out all the extra content for WH, plus redesign 170+ buildings for FTTW and work out all the extra buildings and content I need to add for FTTW!
Sounds like we can expect brahmin farming in WH :crazyeye::lol:
(isn't that the normal reaction from a meltdown?)
 
I have also included my perl script that extracts tags from text files, and includes them into other file ready to be pasted into arrays.
But the problem is that I can't program yet how not to include already existing tags. That comes with being a monkey.

I have also completed the beasts array.

Any suggestions for more monkey work?
 
I have got to wrap my head around what we are missing... or what we need to add.

My current thinking is that we need to add 3 levels of special building for each era, at least as a starting point...

So Eras:
Classical
Medieval
Renaissance
Imperial
Industrial
Modern

Special Buildings
Bell (Village Hall, Town Hall, City Hall) + era in front of the name
Cross (Shrine, Temple, Cathedral) + era in front of the name
Education (School, College, University) + era in front of the name
Culture (Tavern, Pub, Great Hall) + era in front of the name
Research (Salon, Study, Library) + era in front of the name
Naval Building (Pier, Dock, Harbour) + era in front of the name

Are there any other specials I am not thinking of?

Then one of each of these (rather than all three) for the Ancient era too probably.

We can give them some fairly boring generic names to begin with, then later on we can modify the script, change the names and reapply the changes, especially once we know a little more about what will actually get spat out of the generator :D

Step one make it work, step 2 make it fancy :D

So you could plug those in and see where we are up to.
 
I added Read Only access to the source code. If you tell git to pull submodules and enter this in cmd.exe (once)
Code:
 git.exe config --global fetch.recurseSubmodules true
then it should give you the newest source code when you pull.

I also added sourceMOD to git. As this is part of WH, you should have write access to it. It contains the 3 files with WH specific C++ code. In other words you can't change the shared code, but you can change the code only affecting WH (mostly yields).

I also added the newest version of the DLL. It now has civic screen and savegame compatibility branches added.


I haven't touched python, but it may be beneficial to share that one as well. Col2071 and M:C already shares it.
http://forums.civfanatics.com/showthread.php?p=13199889#post13199889
 
I have got to wrap my head around what we are missing... or what we need to add.

My current thinking is that we need to add 3 levels of special building for each era, at least as a starting point...

So Eras:
Classical
Medieval
Renaissance
Imperial
Industrial
Modern

Special Buildings
Bell (Village Hall, Town Hall, City Hall) + era in front of the name
Cross (Shrine, Temple, Cathedral) + era in front of the name
Education (School, College, University) + era in front of the name
Culture (Tavern, Pub, Great Hall) + era in front of the name
Research (Salon, Study, Library) + era in front of the name
Naval Building (Pier, Dock, Harbour) + era in front of the name

Are there any other specials I am not thinking of?

Then one of each of these (rather than all three) for the Ancient era too probably.

We can give them some fairly boring generic names to begin with, then later on we can modify the script, change the names and reapply the changes, especially once we know a little more about what will actually get spat out of the generator :D

Step one make it work, step 2 make it fancy :D

So you could plug those in and see where we are up to.

Sorry If I misunderstood something but... I think your mod design must have something wrong if you need "same building" for each era. I don't understand at all why? I'm very confuced.:confused:

I don't mean to criticize too much, but something stinks here...
 
it is an upgrade, like the carpenter to the sawmill.

for all the buildings you need 'better' versions as you go through the eras. as cities grow larger and require more productivity to make ends meet, as tech gets better, as new units become available they will need buldings to unlock them etc.

These buildings will represent their eras, and have a production level that works for the productivity and 'size' of the new era.

So you could generically say something like:

Ancient Era building produces 1 yield
Classical Era 2 +1 per upgrade
Medieval Era 3 +1 per upgrade

etc.

Understand?
 
Yes, I think I see what you meant now. Are they automatically upgraded or you have to build new buildings all over again every time you enter new era?

I'm still little bit suspicious, but we'll see if it plays ok.
 
Yes, I am still waiting to hear back from TW as to how his efforts with the xmlgen have gone.

As for the buildings, you will upgrade each one, my plan would be that when you leave an era you will no longer be able to build that eras buildings, but you will not lose them either.

So for example, you could build a classical university, then enter the medieval age, and no town will be able to build any kind of classical education building anymore, in essence what you have is all you get, then you research the first medi. educ. building, and can now build that (need to figure this out exactly for doing things like replacing tier 0 1 and 2 and 3 classical building with a tier 1 medi building as it cannot just be an upgrade from the T3 building as every town may not have a Classical T3 Building to upgrade from...)

But essentially you would take a step back going from a T3 build to a T1 of the next era, but this will then allow you to take 2 (or more) steps forward as you unlock T2 and T3 versionsfor the new era.
 
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