Sorry for having suddenly disappeared yesterday, but newcomers are definitely unwelcome here: Being a nasty noob I am apparently only allowed 3 posts in 24h. That sure helps having a meaningful discussion. (Yes, yes, I know, it's in case I suddenly reveal myself being an eeevil spammer (who spent many hours trying to understand the game and post relevant stuff, just for a chance to shortly advertise his fake meds); I sure question the point, since my first posts needed moderation anyway, moderators know I'm not a spammer.)
Anyway, until I eventually get to be a full person one day, I'll need to cram everything in 3 posts/day.
Here goes:
Yes, I see what you think, but no... My goal here is not to give me a GF, or make me invincible, but just to learn how to make new types of units. I chose to make a copy of a hero unit because they are unique, and thus easier to control: When you buy Boudicca in the game she comes as spear-chucking cavalry (according to the description), I made a sword-wielding infantry unit out of her, just to be sure who is who.
(Besides if I really needed an overpowered unit to make the game easy, I'd make the arsenal a first age building: Nothing can resist a couple rams...)
Thanks. So, identical values are replaced. Interesting.
1. What about duplicate <Identity> tags with different or identical contents (like "<VisibleClasses datatype="tokens">Soldier Hero</VisibleClasses>", "<VisibleClasses datatype="tokens">Infantry</VisibleClasses>", "<PreferredClasses datatype="tokens">Unit+!Ship</PreferredClasses>")?
I guess at least the different types stack, but what about the contradicting ones? Replacement, here too? 2. What is resource cost "op", compared to the non-"op" ("<wood>200</wood>" and "<wood op="add">-50</wood>"? Is this a modifier, like "add -50 to 200" (which would mean "150")?
There is a similar issue in Resistances: "<Hack>8</Hack>" and "<Hack op="add">4</Hack>".
I'm trying to get rid of DLL Hell... I'll be making a whole civilization, but I do not need cascading templates, it will not have thousands of mostly similar units... 3. What are those ".cached.xmb" binary files I find all over the place? (How do you read them? Do you need to read them, or are they just a compiled version of the .xml file? The only ones not having an .xml sibling seem to be maps. )
----------------------------------- 4. I tried the Map editor and it crashes a lot. More often than not, actually. I can even make it reliably crash on command by asking it to generate a "huge" map of the "Caledonian Meadows" type...
And even when it doesn't crash long enough for me to manage to save a generated map (just a randomly generated map with 2 added houses, so I know it's mine), it is unplayable in the game (gives errors, errors, and the houses I've placed are missing)...
Is this normal? I guess not, so what am I doing wrong?
I guess the "Actor Editor" (in /system) hasn't been updated in ages, it doesn't recognize any file I've asked it to open (in Windows), but I would had expected the map editor to be halfway stable. What do you people use to make maps?
----------------------------------- 5. And let's get to the "piece de resistance". I would had posted a new thread about it, but since I'm a underprivileged newcomer I'll have to stuff it in here: Civilization data?
Let's assume I would want to add the Celts as a civilization, where I would need to declare it, before even starting to add units?
All civilization definitions seem to be in /public/simulation/data/. But, looking at the definitions in /civs I get the nagging feeling I'm again in DLL Hell, and those files reference some other file, which this time isn't mentioned... Where would that be? For instance, where do you find the full screen name and description of any given civilization?
Are there some files which say which units every civilization can have? Or do they just take anything you put in /templates/units/myCiv (provided of course some building can train it)?
That's all for the time being. Thanks for your help guys.