XML investigation

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

I've spotted a bug in those files (TechSpecialistChanges are badly formatted so they did not apply), attached are the fixed files.

I've also taken this opportunity to integrate Toffer90's suggestion to change Hunting Instruction from giving free Hunter1 to about everyone to providing +1/+2 xp to recons/hunters (thought it was already in, but wasn't). Free Hunter1 promo to about every unit from Master Hunter building (which supersedes HI) should probably also be removed, but as it's not in the main file I haven't changed it.

Could someone upload the files to the SVN?

View attachment BuildingInfos.7z
 
Some other stuff I cleaned/reordered:
- TechInfos files (actually I had this one for some time and forgot to post it here...)
It's now split in several files: the main TechInfos file, each religion tech in its own file (if you want to put them in Custom_Religions), each alt_timeline tech in its own file (same) and one with the "unused" techs. I can easily provide a merged file or a differently split file if needed.
- BuildingInfos files from Custom Religions (each file should go in its relevant folder in Custom_Religions).

View attachment ReligiousBuildings.7z
View attachment TechInfos.7z
 
I am not around to do this or check they are OK. I should be back next Monday.

I disagree with the change to exp rather than the promotion from Hunting Instruction, but then I am working on getting rid of all units except nomadic units and animals pre Sedentary Lifestyle.
 
I disagree with the change to exp rather than the promotion from Hunting Instruction, but then I am working on getting rid of all units except nomadic units and animals pre Sedentary Lifestyle.

OK, I reverted the change in the version above (+ fixed another bug in unit healing tags), thought the change was accepted. I'd suggest to have the free Hunter1 promo applied only to hunters tough (maybe recon also)...
 
- BuildingInfos files from Custom Religions (each file should go in its relevant folder in Custom_Religions).

By the way, would it be worth reallocating the buildings that are in Custom_Religions\Std_BtS_Religions and Custom_Religions\Std_RoM_Religions in their proper religion folders?

And what about putting the other religions (shamanism, christianism, etc.) that are currently in XML/ also in dedicated Custom_Religions folders?
 
By the way, would it be worth reallocating the buildings that are in Custom_Religions\Std_BtS_Religions and Custom_Religions\Std_RoM_Religions in their proper religion folders?

And what about putting the other religions (shamanism, christianism, etc.) that are currently in XML/ also in dedicated Custom_Religions folders?

I would prefer if each religion was in its own module. They need to be made properly modular at some stage as well. Having them in their own folder would be a good first step.
 
I am not around to do this or check they are OK. I should be back next Monday.

I disagree with the change to exp rather than the promotion from Hunting Instruction, but then I am working on getting rid of all units except nomadic units and animals pre Sedentary Lifestyle.

I've seen "nomadic start" mentioned several times on this board. I'm curious what its main features are? And will it be pre-V36, post-V36 or modmod?
 
I've seen "nomadic start" mentioned several times on this board. I'm curious what its main features are? And will it be pre-V36, post-V36 or modmod?

It's basically a whole rework of the TH era before Sed. Liftstyle that won't allow you to have cities like you used to have, but instead having units that wander around and that can make temporary camps. These work kinda like cities; you can build buildings, do science and work tiles around you. But the tiles loses yield over time so you have to move to a new location every now and then. You give up your settlement (the Settler-type unit will keep all buildings as promotions and when you settle down again the buildings you built are not lost) and move to a new location. When you get to Sed. Livestyle you can build a city as you are used to; the "yields" that your nomadic units used up are different ones than your city uses, so there is no harm in founding your city where you had your settlement before.

And it is intendet to be in the main mod. However, it's a whole lot of work so don't expect it anytime soon.
 
@Faustmouse: thank you for the explanation.

Hmm that would make building prehistoric wonders odd (carry Stonehenge or Lascaux Caves on your back!?). Perhaps building a wonder also turns a camp into a city? Captured Fire or Venus of Willendorf could be exceptions as these could be carried but the various caves can't realistically be transported (and neither Wonders of Nature)

It would be great for choosing your first city site(s): resources present are important but currently you have to settle your first city blind. Which sucks.

I'm not sure what the influence would be on early game conquests.
 
Perhaps building a wonder also turns a camp into a city? Captured Fire or Venus of Willendorf could be exceptions as these could be carried but the various caves can't realistically be transported (and neither Wonders of Nature).
A good suggestion imo. There were societies that settled long before 10 000 BC, due to a fertile fauna in a particular place, could be more reasons too.
They did however move a lot around said central hub, but this doesn't strictly need to be simulated.
 
I would prefer if each religion was in its own module. They need to be made properly modular at some stage as well. Having them in their own folder would be a good first step.

OK, to work then! Will probably take a bit of time to properly sort everything (in the meantime I hope the files won't change too much...).
 
A good suggestion imo. There were societies that settled long before 10 000 BC, due to a fertile fauna in a particular place, could be more reasons too.
They did however move a lot around said central hub, but this doesn't strictly need to be simulated.

Yes, stone buildings come earlier in the tech tree than Sedentary Lifestyle. But stone buildings (let alone megalithic structures) already denote some kind of permanent location. So unless the prehistoric tech tree is revised, permanent settlement locations should come before Sedentary Lifestyle.

Of course once you get Tribes and thus more than one settlement, a mixture of camps and permanent locations would be possible also.

Anyway, this discussion should have had its own forum thread.
 
I would prefer if each religion was in its own module. They need to be made properly modular at some stage as well. Having them in their own folder would be a good first step.

I stumbled upon a problem with BUILDING_LAXMIN. It is currently in core and has two <PrereqOrBuildingClasses>: BUILDINGCLASS_HINDU_TEMPLE and BUILDINGCLASS_BUDDHIST_TEMPLE and gives extra gold and culture to those buildings through <GlobalBuildingExtraCommerces>.

- If it goes in Custom Religions, it has to go either in Buddhism or Hinduism, but even if I add a <PrereqOrBuildingClasses> in the other religion folder (would it work?), either you have to make the building primarily linked with one of the two religions, or the building will be duplicated.
- If it stays in the main BuildingInfos classes with just the <PrereqOrBuildingClasses> in the Buddhism and Hinduism folders, it will be possible to build the wonder without any religion if they are both deactivated.

What should I do with it?

Edit: there's a similar issue with
  • BUILDING_FAME (requires either BUILDINGCLASS_CONFUCIAN_TEMPLE, BUILDINGCLASS_BUDDHIST_TEMPLE or BUILDINGCLASS_TAOIST_TEMPLE)
  • BUILDING_NATIONAL_BELIEF_KARMA (requires either BUILDINGCLASS_HINDU_TEMPLE, BUILDINGCLASS_BUDDHIST_TEMPLE, BUILDINGCLASS_TAOIST_TEMPLE, BUILDINGCLASS_JAIN_TEMPLE, BUILDINGCLASS_SHINTO_TEMPLE or BUILDINGCLASS_SIKH_TEMPLE)
  • BUILDING_NATIONAL_BELIEF_REINCARNATION (requires either BUILDINGCLASS_HINDU_TEMPLE, BUILDINGCLASS_BUDDHIST_TEMPLE, BUILDINGCLASS_TAOIST_TEMPLE, BUILDINGCLASS_JAIN_TEMPLE, BUILDINGCLASS_DRUID_TEMPLE, BUILDINGCLASS_ASATRU_TEMPLE or BUILDINGCLASS_HELLENIC_TEMPLE)
  • BUILDING_NATIONAL_BELIEF_RESURRECTION (requires either BUILDINGCLASS_VOODOO_TEMPLE, BUILDINGCLASS_BUDDHIST_TEMPLE, BUILDINGCLASS_CANAANISM_TEMPLE, BUILDINGCLASS_HINDU_TEMPLE, BUILDINGCLASS_CHRISTIAN_TEMPLE, BUILDINGCLASS_ISLAMIC_TEMPLE, BUILDINGCLASS_JEWISH_TEMPLE, BUILDINGCLASS_HELLENIC_TEMPLE or BUILDINGCLASS_EGYPT_MYTH_TEMPLE)
 
I stumbled upon a problem with BUILDING_LAXMIN. It is currently in core and has two <PrereqOrBuildingClasses>: BUILDINGCLASS_HINDU_TEMPLE and BUILDINGCLASS_BUDDHIST_TEMPLE and gives extra gold and culture to those buildings through <GlobalBuildingExtraCommerces>.

I've looked into the schema, it seems that there's an <OrDependecyType> tag. Would it indeed work if I use it with BUILDINGCLASS_HINDU_TEMPLE and BUILDINGCLASS_BUDDHIST_TEMPLE?
 
What's the purpose of the EFFECT_MISSIONARY_ACTIVE in the EventInfos.xml files? I can't find any reference to it, and Jainism is even missing such a file; it is really useful?

Code:
	<EffectInfos>
		<EffectInfo>
			<Type>EFFECT_MISSIONARY_ACTIVE_RA</Type>
			<Description>Activation effect for Kemetism missionary</Description>
			<fScale>1.2</fScale>
			<fUpdateRate>1.0</fUpdateRate>
			<Path>Art/Effects/unit_missionary_activation/fx_missionary_activate_hinduism.nif</Path>
			<bIsProjectile>0</bIsProjectile>
		</EffectInfo>
	</EffectInfos>
 
What's the purpose of the EFFECT_MISSIONARY_ACTIVE in the EventInfos.xml files? I can't find any reference to it, and Jainism is even missing such a file; it is really useful?

Its probably animation effect which apear over the head of Missionary when he activate Spread Religion action.

This path lead to effect exitsted in original BTS nif file:
Art/Effects/unit_missionary_activation/fx_missionary_activate_hinduism.nif

Ofcourse in the end we need these effects for every religion but for now we must stick what we have.
 
Its probably animation effect which apear over the head of Missionary when he activate Spread Religion action.

This path lead to effect exitsted in original BTS nif file:
Art/Effects/unit_missionary_activation/fx_missionary_activate_hinduism.nif

Ofcourse in the end we need these effects for every religion but for now we must stick what we have.

Jainism has the same music as Hinduism, it might as well have the same symbol effect for the time being.

After all, did you know the effect for storytellers creating dances uses the Hindu symbol?

Or that the Christian sound plays when you build an Hellenic cathedral (among many many others like this)? [May be harder to fix than it sounds - I couldn't see the problem - but that was a while ago]
 
Jainism has the same music as Hinduism, it might as well have the same symbol effect for the time being.

After all, did you know the effect for storytellers creating dances uses the Hindu symbol?

Or that the Christian sound plays when you build an Hellenic cathedral (among many many others like this)? [May be harder to fix than it sounds - I couldn't see the problem - but that was a while ago]

Yea I know. Its need to be reworked. I think when Im end with my current project (Polish transaltion) I'll start work on these effects/music things.
 
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