<rateOverrideDefineName>0</rateOverrideDefineName>
I have a question i found something in SpawnInfos while creating the new schema.
The rateOverrideDefineName is supposed to be a DefineName and there can only be one per SpawnInfo. But they are sometimes used twice that is wrong only the first one is used so i remove the second one.
Also they have sometimes integers in them this is also wrong if this is something that is needed i can change the read code.
Code:<rateOverrideDefineName>0</rateOverrideDefineName>
At the moment there are only two defines for this in A_New_Dawn.XML one for sea critters and one for land. However it takes a number so that we could fine tune the spawn rate. I have not been using a number there for quite awhile as the two defines are enough now. IE it no longer needs to take a number.
GameOptionEdit Project (Traits) merge.
*Added requested changes to all unit files that change metal bonuses to ware versions of the same.
*Added Trait Option Edits method
*The above required adding some new tags to traitsinfos to control the option edits method and moving some tags in use in other files to generating the same effects on tags in the traitsinfos. Those tags that were used are listed here with what they were replaced by in the trait file:
*In BuildingInfos: ProductionTraits and HappinessTraits, moved to BuildingProductionModifierTypes and BuildingHappinessModifierTypes in TraitsInfos
*In UnitInfos: ProductionTraits, moved to UnitProductionModifierTypes in TraitsInfos
*In SpecialBuildingInfos: ProductionTraits, moved to Traits infos as SpecialBuildingProductionModifierTypes (On this and only this conversion, I found it was important to update ALL building schemas and infos files to eliminate ProductionTraits entirely due to a potential error if it were ever to be used - load sequence had to be slightly adjusted which set this up for big problems without absolute removal.)
*In SpecialUnitInfos: ProductionTraits, moved to Traits infos as SpecialUnitProductionModifierTypes.
*In ImprovementInfos: TraitYields moved to ImprovementYieldChanges in TraitsInfos file.
*Updated all current traits to reflect all data found throughout all above files. It was found to be necessary to include all modular entries in the core trait definitions - testing shows they are safely ignored if the module is turned off. However, if it ends up causing a problem, the trait entry causing trouble could be edited with a modular edit as well. But so far I'm not detecting issues with that.
One bad thing then all have to be ordered the same is that you have to know exactly there to put them but you have to know that also then you have them in a different order in your module.
I am a pensioner I can't afford a "proper" XML editor. Most people use Notepad++ or similar anyway. I use XML Marker free version.
You are using 'then' and 'there' where English uses 'when' and 'where'. In complicated and unpunctuated sentences like this one, it could cause misunderstandings...![]()
Type
bForceOverwrite
bTypeDependency
AndDependencyTypes
OrDependencyTypes
Description
Help
Button
HotKey
bAltDown
bShiftDown
bCtrlDown
iHotKeyPriority
HotKeyAlt
bAltDownAlt
bShiftDownAlt
bCtrlDownAlt
iHotKeyPriorityAlt
iOrderPriority
Waypoint
EntityEventType
iTime
bTarget
bBuild
bSound
bVisible
I did not mean a Premium Xml Editor for a couple hundred bugs. I use Visual Studio to edit xml it has IntelliSense for xml even in the free Express Editions. Then you type < in the editor it shows you the elements you can put there. I just have to setup the schema for Caveman2Cosmos in the right way to get this working.
Another thing i noticed that some Tags are in a different order in different modules compared with the core. I want to reorder them all so that they are the same across all files. The order will be based a bit on the way the Tags are read into the dll, i post more about it then i have more details. Also if there are sugestions how to order them just post them here.
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_HOUSE_ERA3_LDLW</BuildingClass>
<Type>BUILDING_HOUSE_ERA3_LDLW</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_HOUSE_ERA3_LDLW</Description>
<Civilopedia>TXT_KEY_BUILDING_HOUSE_ERA3_LDLW_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_HOUSE_ERA3_LDLW_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_HOUSE_ERA3_LDLW</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_ELECTRICITY</PrereqTech>
<Bonus>NONE</Bonus>
<PrereqBonuses />
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>100</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>50</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>0</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>0.0</fVisibilityPriority>
<SeaPlotYieldChanges />
<RiverPlotYieldChanges />
<GlobalSeaPlotYieldChanges />
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>3</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes />
<CommerceModifiers />
<GlobalCommerceModifiers />
<SpecialistExtraCommerces />
<StateReligionCommerces />
<CommerceHappinesses />
<ReligionChanges />
<SpecialistCounts />
<FreeSpecialistCounts />
<CommerceFlexibles />
<CommerceChangeOriginalOwners />
<ConstructSound />
<BonusHealthChanges />
<BonusHappinessChanges />
<BonusProductionModifiers />
<UnitCombatFreeExperiences />
<DomainFreeExperiences />
<DomainProductionModifiers />
<BuildingHappinessChanges />
<PrereqBuildingClasses />
<BuildingClassNeededs>
[COLOR="Red"][B] <PrereqOrBuildingClass>
<BuildingClassType>BUILDINGCLASS_WATER_PIPES</BuildingClassType>
<bPrereqBuildingClass>1</bPrereqBuildingClass>
</PrereqOrBuildingClass>[/B][/COLOR]
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_SEWER_SYSTEM</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<bPrereqPower>1</bPrereqPower>
<SpecialistYieldChanges />
<BonusYieldModifiers />
<ImprovementFreeSpecialists />
<Flavors />
<HotKey />
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<ReplaceBuildings>
<ReplaceBuilding>
<BuildingClassType>BUILDINGCLASS_HOUSE_ERA4_LDLW</BuildingClassType>
<bReplace>1</bReplace>
</ReplaceBuilding>
<ReplaceBuilding>
<BuildingClassType>BUILDINGCLASS_COLONY_ARCO</BuildingClassType>
<bReplace>1</bReplace>
</ReplaceBuilding>
<ReplaceBuilding>
<BuildingClassType>BUILDINGCLASS_LAUNCH_ARCO</BuildingClassType>
<bReplace>1</bReplace>
</ReplaceBuilding>
</ReplaceBuildings>
<bAutoBuild>1</bAutoBuild>
</BuildingInfo>