XML investigation

The one I asked if you could or could not do in post 52. I hadn't had time to test it. I have tried it and some variants and none of them work. :(
 
The one I asked if you could or could not do in post 52. I hadn't had time to test it. I have tried it and some variants and none of them work. :(

I was precisely wondering the same thing just now when testing it with Dangerous Hunting :D

But I think I found the solution: put everything between <Constant> on one line like this:

Code:
<Constant><Has><GOMType>GOM_TECH</GOMType><ID>TECH_SEDENTARY_LIFESTYLE</ID></Has></Constant>

otherwise it keeps the tabs/end of line in what should be a boolean value, or something like that.

View attachment SubduedAnimals_CIV4UnitInfos v2.7z
 
@Rwn In the subdued animals XML why have you changed
Code:
<fMaxSpeed>1.75</fMaxSpeed>
to
Code:
<fMaxSpeed>1,75</fMaxSpeed>
?

edit If PEAK is impassible then there needs a tech makes terrain passible set of tags so that when you get mountaineering the unit can enter them like all other units.

Units with this problem (so I can go back and fix)
African Grey Parrot
Barn Owl
Barred Owl
 
I was precisely wondering the same thing just now when testing it with Dangerous Hunting :D

But I think I found the solution: put everything between <Constant> on one line like this:

Code:
<Constant><Has><GOMType>GOM_TECH</GOMType><ID>TECH_SEDENTARY_LIFESTYLE</ID></Has></Constant>

otherwise it keeps the tabs/end of line in what should be a boolean value, or something like that.

View attachment 394170

That xml is wrong a Constant can't contain another child expression it should be
Code:
<Has><GOMType>GOM_TECH</GOMType><ID>TECH_SEDENTARY_LIFESTYLE</ID></Has>
 
@Rwn In the subdued animals XML why have you changed
Code:
<fMaxSpeed>1.75</fMaxSpeed>
to
Code:
<fMaxSpeed>1,75</fMaxSpeed>
?

Oh, that's a bug due to Excel treatment which automatically converts . into , when the default language is not english.
Thanks for pointing it out (though it seems to work, oddly?), I wasn't aware that it could happen and I'll be careful of that in the future.

That xml is wrong a Constant can't contain another child expression it should be
Code:
<Has><GOMType>GOM_TECH</GOMType><ID>TECH_SEDENTARY_LIFESTYLE</ID></Has>

It did work with <Constant> as long as there were no new line :D
 
Oh, that's a bug due to Excel treatment which automatically converts . into , when the default language is not english.
Thanks for pointing it out (though it seems to work, oddly?), I wasn't aware that it could happen and I'll be careful of that in the future.

I thought it was something like that.

I am using your file to compare and there were some things I had done which had not made it to the SVN. It will take awhile because such checking can be boring and boredom leads to mistakes.
 
RWN, can you check this list of DDS files (buttons) and point me which of them are not in XMLs?

Here is link to the google sheet
https://docs.google.com/spreadsheets/d/1QpX8HfZAJmxpq-cwpCXx-0ZKGt4lqKy0Eym_OY7RapI/edit#gid=0

Please do your job like last time with C2C1.fpk
This time buttons are from HydroAndTB.FPK

I'll be very appreciated :)


And it's done :)

Anything that is shown as #N/A means I haven't been able to find it in one of the usual tags (<Button>, <NIF>, <Path>, etc.) in any file. Otherwise it shows the corresponding file name (sometimes there was a problem with the file name so it shows "unknown", but the file pointing to that art really exists) - or one of them if there are several.

I've found additional places that use dds that I didn't include last time (such as .py files), so it should be even more thorough this time - though, again, I don't promise that an art with #N/A is not really used in an obscure tag or file.

If you have similar requests (for .dds), it will be much faster now since I have the full table of any .dds path that appears in each file.
 
There will be the problem of stuff I was adding but removed while other things took priority. The Indigenous Peoples and Barbarian and Extended Diplomats from White Lies, Black Ops mod and the like. In most cases I should be able to get the art back later as I have backups, so I suppose it will not be much of a problem if you remove them for now.
 
And it's done :)

Ha tnx mate. This helps much.

If you have similar requests (for .dds), it will be much faster now since I have the full table of any .dds path that appears in each file.

For now its over. Maybe in future I will need similar help with .NIF files. But for now its over :)
 
Found a small bug that took me far too long to discover the source: BUILDING_CORPORATION_MOBBY_STORE has two BonusCommerceModifier with BONUS_COW

Code:
<BonusCommerceModifiers>
				<BonusCommerceModifier>
					<BonusType>BONUS_COW</BonusType>
					<CommerceModifiers>
						<iCommerce>1</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
					</CommerceModifiers>
				</BonusCommerceModifier>
				<BonusCommerceModifier>
					<BonusType>BONUS_COW</BonusType>
					<CommerceModifiers>
						<iCommerce>1</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
					</CommerceModifiers>
				</BonusCommerceModifier>
 
And a couple more in the same idea:

BUILDING_PROTEIN_LAB has two TECH_BIOFUELS in TechCommerceChange (pretty sure the right one is the first):

Code:
				<TechCommerceChange>
					<PrereqTech>TECH_BIOFUELS</PrereqTech>
					<TechCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>2</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
					</TechCommerce>
				</TechCommerceChange>
				<TechCommerceChange>
					<PrereqTech>TECH_BIOFUELS</PrereqTech>
					<TechCommerce>
						<iCommerce>2</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
					</TechCommerce>
				</TechCommerceChange>


BUILDING_CRIME_TRUANCY has two CommerceModifiers (pretty sure the right one is the second):

Code:
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>-5</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>


BUILDING_CRIME_MALWARE has two CommerceModifiers (pretty sure the right one is the second):

Code:
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>-5</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>-20</iCommerce>
			</CommerceModifiers>
 
It is taking me a bit longer than expected to get through the subdued animals merge. One small error is that you accidentally changed the sea critter subdue XML.

BUILDING_BLACKFOOT_EMBASSY and BUILDING_ARABIAN_EMBASSY both require that the state religion is present in the city, I guess that's not right?

I would have thought not, the cultures are supposed to be independent of the religions while giving boosts to some religious buildings.
 
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