XML investigation

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You changed
Code:
				<Outcome>
					<OutcomeType>OUTCOME_SUBDUE</OutcomeType>
					<iChance>10</iChance>
					<UnitType>UNIT_SUBDUED_ORCA</UnitType>
					<bUnitToCity>
						<Constant>DONT_ESCORT_SUBDUED_SEA_ANIMAL</Constant>
					</bUnitToCity>
				</Outcome>

to

Code:
				<Outcome>
					<OutcomeType>OUTCOME_SUBDUE</OutcomeType>
					<iChance>10</iChance>
					<UnitType>UNIT_SUBDUED_ORCA</UnitType>
					<bUnitToCity>
						<Constant>
							<Has>
								<GOMType>GOM_TECH</GOMType>
								<ID>TECH_SEDENTARY_LIFESTYLE</ID>
							</Has>
						</Constant>
					</bUnitToCity>
				</Outcome>

Which is the wrong tech for Orca and Cod has a different tech requirement. It was handled in the different outcomes. I intend much more for sea critters
 
There is sort of a deadline. It needs to be done before I go west and loose access to the internet for a few days. It used to take one day (14hrs) drive to get to my brothers but I am getting old so do it over two days now.
 
There is sort of a deadline. It needs to be done before I go west and loose access to the internet for a few days. It used to take one day (14hrs) drive to get to my brothers but I am getting old so do it over two days now.

Does it really matter if it's not finished before you leave? :mischief: I don't want to feel like I'm giving you unnecessary work while I'm precisely trying to do things myself to save some time :D
 
Are FreeStartEra tags really useful? OK, maybe for Ancient starts, but the buildings free at later eras don't really seem to make sense:

ERA_MEDIEVAL: BUILDING_GRANARY
ERA_INDUSTRIAL: BUILDING_CARTHAGE_COTHON, BUILDING_PORT
ERA_MODERN: BUILDING_ARABIAN_MADRASSA, BUILDING_SUMERIAN_ZIGGURAT

(that's all there is for other eras than Ancient)
 
The quality control step is very important at the moment. For most units there are no problems, except the , verses . in numbers and the ForceOverwrite tag being set.

Also getting this done will fix some of the confusion on the promotions and in the pedia that I introduced by making it a tech requirement before subdued animals teleport back to your city.
 
Are FreeStartEra tags really useful? OK, maybe for Ancient starts, but the buildings free at later eras don't really seem to make sense:

ERA_MEDIEVAL: BUILDING_GRANARY
ERA_INDUSTRIAL: BUILDING_CARTHAGE_COTHON, BUILDING_PORT
ERA_MODERN: BUILDING_ARABIAN_MADRASSA, BUILDING_SUMERIAN_ZIGGURAT

(that's all there is for other eras than Ancient)

Those are for games when you start in those eras. Not about when cities are built.
 
Those are for games when you start in those eras. Not about when cities are built.

Yes I know but it is strange that 1/ there are so few new free buildings if you start later than Ancient 2/ those are the free buildings (why among all buildings should Madrassa and Ziggurats be free when you start in Modern era? Port and Cothon in Industrial era? Especially given that Port obsoletes Cothon...)

I'd say that all those should be removed, if only not to let believe that the free buildings post-Ancient are properly defined (and if someone wants to properly define them one day, not to be constrained by this odd legacy).


Another odd thing I stumbled upon: Palace garden increases healing of all units by 5% - that doesn't make sense... (the only other building that has a similar effect is the Anima Chamber) At most it could maybe provide 1 :health:, but not heal units...
 
Yes I know but it is strange ...

Not really strange at all. I started doing an Ancient era start but there was little need for it and many other things that needed doing. So it just got left

Another odd thing I stumbled upon: Palace garden increase healing of all units by 5% - that doesn't make sense... (the only other building that have a similar effect is the Anima Chamber) At most it could maybe provide 1 :health:, but not heal units...

It is part of Afforess' castle buildings mod I think. When it was done there were very few buildings that helped heal units. All the healer hut -> Hospital line should be helping to heal all units.
 
Not really strange at all. I started doing an Ancient era start but there was little need for it and many other things that needed doing. So it just got left

Free buildings for Ancient era start are fine. It's the ones for later eras that are probably not (see the full list above).

It is part of Afforess' castle buildings mod I think. When it was done there were very few buildings that helped heal units. All the healer hut -> Hospital line should be helping to heal all units.

I'll keep that in mind for... some time when I'll try to do that :D
 
BUILDING_PROTEIN_LAB has two TECH_BIOFUELS in TechCommerceChange (pretty sure the right one is the first):

They are both correct. For some reason, I was asked to have two entries for :gold: and :science:... I don't know why, maybe so it looks nicer in the hover-over? But it should be fine to merge them I guess.
 
Here's a new version of the core CIV4BuildingInfos.xml file with the following (significant) changes:

- It was split into 5 files:
Regular_CIV4BuildingInfos.xml
NationalWonders_CIV4BuildingInfos.xml
GreatWonders_CIV4BuildingInfos.xml
Cultures_CIV4BuildingInfos.xml
SpecialBuildings_CIV4BuildingInfos.xml

First four should be obvious, the 5th one includes all the buildings with an iCost of -1, meaning it has all the crime, diseases, dances, achievements, etc. buildings that are build by units or autobuilt some way or another.

- In each file, buildings are sorted alphabetically (by their real name, not the name in Type), except SpecialBuildings which is first sorted by "categories" (so that crime buildings are together, etc.). The real name now shows in comment before each entry to avoid confusion and make searching easier.

- Tags were reordered "logically": you'll find every prerequisite tags together, then every obsolescence tags, then every construction costs tags, etc. The beginning of each category of tags is mentioned with a comment.
Spoiler :
yRNSL9Q.png


- All tags with default values were removed (no more 2000+ buildings with a <bCapital>0</bCapital>...). Each entry only has the relevant tags, making them easier to read and audit. The new files together are about 70% smaller compared to the current CIV4BuildingInfos.xml (or 12Mo smaller), this will perhaps help with the initial loading time?

- The iYield are always repeated 3 times (for :food:, :hammers: and :commerce:) and iCommerce tags 4 times (for :gold:, :science:, :culture: and :espionage:). Even though it works with the 0 entries at the end removed, I find it easier to read and less prone to errors that way.


Now I don't know whether you want to use it since it'd be extremely long to properly compare to the current version... It'll still be useful for modmods (mine or anybody else's) anyway.


View attachment newCIV4BuildingInfos.7z
 
Now I don't know whether you want to use it since it'd be extremely long to properly compare to the current version... It'll still be useful for modmods (mine or anybody else's) anyway.

Great work. ^^^

This is sorely needed for C2C, but as you say, quality control will take a long time.
 
Now in CIV4TechInfos.xml:


Special techs

Are the following tech needed? They all have a <bDisable>1</bDisable> and miss many other tags.
TECH_SPECIAL_PROMOTION (appears as a prerequisite for a number of promotions, why?)
TECH_COLD_FUSION (appears as a prerequisite for PROMOTION_FUSION_CANNON and obsoletes BUILDING_NUCLEAR_POWERCOMPLEX in Atompunk)
TECH_RELIGION (doesn't seem used anywhere)
TECH_GLOBAL_GOVERNANCE (doesn't seem used anywhere)


<Help>

TECH_COOKED_FOOD is the only one with something defined here.


<iAdvancedStartCost>

TECH_MOUNTAINEERING has 125 here (vs. 100 for every other tech)


<iAIWeight>

It seems only used for a few mostly prehistorical techs:
TECH_RITUALISM|25
TECH_COUNTING|25
TECH_STONE_BUILDING|10
TECH_MEGALITH_CONSTRUCTION|10
TECH_SEDENTARY_LIFESTYLE|100
TECH_RESURRECTION|25
TECH_WRITING|100
TECH_KARMA|25
TECH_REINCARNATION|25
TECH_MACHINERY|100
TECH_PAVED_ROADS|100
TECH_FLINTLOCK|45
TECH_RIFLING|10

I guess that's understandable that the AI should have an increased focus on SedLifestyle or Writing (though why no other important tech like Tribalism or Trading?), but why the others (especially with low values such as 10 or 25)?


<iAITradeModifier>

I guess this tag increases the perceived value of the AI for tech trading; many important techs have 10, other have 0 and only one tech stands out with a 5, TECH_WATER_SPORTS.


<FirstFreeUnitClass>

TECH_GRAIN_GATHERING has UNITCLASS_GATHERER here - that's why the first one to get Gathering has a second free Gatherer and that every civ knows about it through a yellow message... I'd say this could be removed...


<bIrrigation>

Two techs are granting it, TECH_IRRIGATION and TECH_WATERWORKS, I guess there should only be one?


<bWaterWork>

Four techs are granting it, TECH_TRAP_FISHING, TECH_SPEARFISHING, TECH_BOAT_BUILDING, TECH_FISHING. I guess the first one would be sufficient since it's a prerequisite tech for the others...


<DomainType>

I think I remember a discussion some time ago about (too much) naval movement in the late game; if needed, here's the list of tech that increase naval movement by 1:
TECH_WEATHER_LORE
TECH_COMPASS
TECH_ASTROLABE
TECH_NAVIGATION
TECH_NAVAL_TACTICS
TECH_SEXTANT
TECH_SCREW_PROPELLER
TECH_REFRIGERATION
TECH_SONAR


<TerrainTrades>

There was a discussion about that in the C2C discussion thread. It seems both TECH_RAFT_BUILDING and TECH_SAILING unlock trade on coasts. Whichever is chosen (even another one), the excess ones should be removed.


<SoundMP>

What is this tag used for? Many techs have the same thing here as in <Sound>, while the others have nothing at all.



Unused tags:

<iAdvancedStartCostIncrease>
<bMapCentering>
<CommerceModifiers>
<iInflationModifier>
 
The TechInfos file does not contain all the techs. If you read the comments at the start you will see that some have already been moved to the optional module they belong in to make the module fully optional. This should be the case for the alt-timeline "Punk" and the custom religions. It is a work in progress.

Now in CIV4TechInfos.xml:


Special techs

Are the following tech needed? They all have a <bDisable>1</bDisable> and miss many other tags.
TECH_SPECIAL_PROMOTION (appears as a prerequisite for a number of promotions, why?)
TECH_COLD_FUSION (appears as a prerequisite for PROMOTION_FUSION_CANNON and obsoletes BUILDING_NUCLEAR_POWERCOMPLEX in Atompunk)
TECH_RELIGION (doesn't seem used anywhere)
TECH_GLOBAL_GOVERNANCE (doesn't seem used anywhere)

TECH_SPECIAL_PROMOTION and, I think, TECH_RELIGION are about promotions. They are used to hide promotions that are given free by buildings. Otherwise you can choose them which is not what we want.

If TECH_COLD_FUSION is only used in Atompunk then it should be moved to the Atompunk folder and a comment added in to the main file to say what X,Y location it uses.

I am not sure what TECH_GLOBAL_GOVERNANCE is. It may be part of the future tech plans.

<iAIWeight>

I thought we had decided that no <iAIWeight> should be set on any file because it make the AI code much harder to write.


<iAITradeModifier>

I guess this tag increases the perceived value of the AI for tech trading; many important techs have 10, other have 0 and only one tech stands out with a 5, TECH_WATER_SPORTS.


<FirstFreeUnitClass>

TECH_GRAIN_GATHERING has UNITCLASS_GATHERER here - that's why the first one to get Gathering has a second free Gatherer and that every civ knows about it through a yellow message... I'd say this could be removed...

There used to be many techs that gave free units. Archery was one. I am not sure why those nolonger do.

<bIrrigation>

Two techs are granting it, TECH_IRRIGATION and TECH_WATERWORKS, I guess there should only be one?

Only if one is a prerequisite of the other. Otherwise you can get the same effect following differing paths which is OK.

<bWaterWork>

Four techs are granting it, TECH_TRAP_FISHING, TECH_SPEARFISHING, TECH_BOAT_BUILDING, TECH_FISHING. I guess the first one would be sufficient since it's a prerequisite tech for the others...

agreed
 
If TECH_COLD_FUSION is only used in Atompunk then it should be moved to the Atompunk folder and a comment added in to the main file to say what X,Y location it uses.

I used Cold Fusion with the Nuclear Power Complex because I thought it was a proper tech. Don't we have something more advanced than Fusion?
 
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