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Buildings not advancing epoch in EE4
Posted: 08 May 2019, 21:12
by Gonzalo
Hi, greetings to Dr. Mona Lisa, Loewenherz and Sat42. I am working on EE4 mod by RGV1, and I have successfully created different citycenters with flags different by civilization in epoch 7-9, but when I try to do the same with city center epoch 10-13 something is wrong, I have passed my view over and over the code and I don't find fault, but I am pretty sure that my mistake is on db_techtreenode.csv or on any of the upgrade files on the same folder. Someone can help? Thank you
Re: Buildings not advancing epoch in EE4
Posted: 10 May 2019, 14:01
by Gonzalo
I achieved my object, soon I will publish pics of my epoch 10-11 western buildings with their flags, and if anyone is interested I will monitor him to create those flags!!
Re: Buildings not advancing epoch in EE4
Posted: 10 May 2019, 14:23
by Dr.MonaLisa
I thought iwanicki already made something like this with flags.
Re: Buildings not advancing epoch in EE4
Posted: 10 May 2019, 19:07
by Gonzalo
Yes he did. In fact I have not solved the problem completely, still new buildings and citizens crash the game at first 20 seconds or sooner
Re: Buildings not advancing epoch in EE4
Posted: 10 May 2019, 19:19
by Dr.MonaLisa
- trump_facepalm.jpg (42.77 KiB) Viewed 2086 times
Re: Buildings not advancing epoch in EE4
Posted: 10 May 2019, 20:01
by Gonzalo
lolol
Added after 1 minute 3 seconds:
I request your observing that I am meeting your requirement not to talk in the chat about modding lol
Added after 28 minutes :
By the way, Vladimir told me that horsemen couldn't bear flags like footed, yet I want to make a try...
Re: Buildings not advancing epoch in EE4
Posted: 11 May 2019, 08:43
by Gonzalo
I want that my citycenters change flag when conquered, but Iwanicky must be busy for he doesn't answer my messages
Added after 49 minutes 21 seconds:Here is the code for French citizen in epoch 10:
Code: Select all
//------------------------------------------------------------------------------------------------
// FRENCH CITIZEN 10 - basic type
//------------------------------------------------------------------------------------------------
UnitType Frenchcitizen10
{
parent = Citizen
properties {
SizeX = 0.125
SizeY = 0.125
mass = 1
popCount = 1
displayName = tx_utn_frenchcitizen10_name
displayNamePlural = tx_utn_frenchcitizen10_pname
rps = LightInfantry
stance = Cautious
VerboseTooltip = vtt_unit_frenchcitizen10
}
sounds {
sndCmdMove = ["v_cit_m_ack_01" "v_cit_m_ack_02" "v_cit_m_ack_03" "v_cit_m_ack_04"]
sndCmdAttack = ["v_cit_m_att_01" "v_cit_m_att_02"]
sndSelection = ["v_cit_m_sel_01" "v_cit_m_sel_02" "v_cit_m_sel_03" "v_cit_m_sel_04"]
sndDeath = ["fx_death_male_01" "fx_death_male_02" "fx_death_male_03" "fx_death_male_04" "fx_death_male_05" "fx_death_male_06" "fx_death_male_07"]
}
abilities [
//Attack { range = 7.0; reloadTime = 2; applyDamageTime = 0.0; damage = 90; missileName = "Stone" }
Move {speed = 4.5; angSpeed = 720; angAccel = 720}
LOS { range = 5 }
Build { repairRate = 12 }
GatherFarm {
treeCuttingRange = 0.9; // at this range, the axe of the citizen contact tree trunk
otherRange = 0.3;
dropoffRange = 0.3;
carryLimit = 40;
farmCarryLimit = 40;
// Food Resource gather rates. This is the amount of the resource gathered per second.
animalRate = 1.00; // this is the gather rate from animals
foodRate = 1.50; // this is the gather rate from forage patch
forageTreeRate = 1.50; // this is the gather rate from forage trees
farmRate = 1.00; // this is the gather rate from farms
// Other basic resource gather rates. This is the amount of the resource gathered per second.
woodRate = 0.85;
stoneRate = 0.85;
goldRate = 0.85;
tinRate = 0.85;
ironRate = 0.85;
saltpeterRate = 0.85;
oilRate = 3.4;
uraniumRate = 3.4;
]
icon = icon_unit_Frenchcitizen10
}
//------------------------------------------------------------------------------------------------
// FRENCH CITIZEN - VISUAL INFO
//------------------------------------------------------------------------------------------------
//------------------------------------------------
// EPOCH 10
//------------------------------------------------
UnitModel Frenchcitizen10
{
Parent = BaseHuman
ChildNames = [ UnitShadow ]
DefaultModel = Frenchcitizen10.NIF
States = [
{ StateName = Idle AnimName = sh_citizen_idle01.kf
AnimVariants = [ sh_citizen_idle04.kf sh_citizen_region01.KF sh_citizen_season01.KF ] AnimVariantsWeights = [ 0.2 0.1 0.1 ]
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
] }
{ StateName = Walk AnimName = sh_citizen_walk01.kf
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
] }
{ StateName = Attack1 AnimName = sh_citizen_protect01.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = PLAY_SOUND Data = fx_battle_swing KeyTime = 1.25 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Wood_Axe KeyTime = 0 }
] }
{ StateName = Death AnimName = sh_citizen_death01.KF }
{ StateName = Mine AnimName = sh_citizen_tool_mine_PickAxe.KF }
{ StateName = CarryWood AnimName = sh_citizen_tool_haul.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
] }
{ StateName = ChopWood AnimName = sh_citizen_tool_wood_axe.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = PLAY_SOUND Data = Resource_wood KeyTime = 0.46 }
] }
{ StateName = MineGold AnimName = sh_citizen_tool_mine_PickAxe.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = PLAY_SOUND Data = Resource_gold KeyTime = 0.46 }
] }
{ StateName = MineStone AnimName = sh_citizen_tool_mine_PickAxe.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = PLAY_SOUND Data = Resource_stone KeyTime = 0.46 }
] }
{ StateName = GatherSaltpeter AnimName = sh_citizen_tool_mine_PickAxe.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = PLAY_SOUND Data = Resource_saltpeter KeyTime = 0.46 }
] }
{ StateName = FarmPlanting AnimName = sh_citizen_tool_farm_seedbag.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Farm_Bag KeyTime = 0 }
] }
{ StateName = FarmHarvesting AnimName = sh_citizen_tool_farm_scythe.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = ATTACH_VISUAL Data = FX_Wheat_Harvest_1 KeyTime = 0 }
] }
{ StateName = Forage AnimName = sh_citizen_tool_farm_forage.kf
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
] }
{ StateName = TreeForage AnimName = sh_citizen_tool_farm_forage02.kf
TextKeys = [
{ Name = SHOW_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
] }
{ StateName = ReturnResources AnimName = sh_citizen_tool_haul.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
] }
{ StateName = Build AnimName = sh_citizen_tool_build_hammer.KF
TextKeys = [
{ Name = HIDE_NODE Data = Tool_Mine_Pick KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_bowl KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Wood_Axe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Haul_Stretcher KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Scythe KeyTime = 0 }
{ Name = HIDE_NODE Data = Tool_Farm_Bag KeyTime = 0 }
{ Name = SHOW_NODE Data = Tool_Build_Hammer KeyTime = 0 }
{ Name = PLAY_SOUND Data = Citizen_build KeyTime = 0.4 }
] }
{ StateName = Flinch AnimName = sh_citizen_protect01.KF }
{ StateName = BeingThrown AnimName = sh_citizen_flying01.KF
AnimVariants = [ sh_citizen_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_citizen_ground_death01.KF }
] // end states
}
Re: Buildings not advancing epoch in EE4
Posted: 11 May 2019, 09:38
by Dr.MonaLisa
Could be missing or incorrect text entries in the .utf8 file:
- tx_utn_frenchcitizen10_name
- tx_utn_frenchcitizen10_pname
- vtt_unit_frenchcitizen10
Re: Buildings not advancing epoch in EE4
Posted: 11 May 2019, 09:40
by Gonzalo
No, in that case name of the unit wouldn't appear in the editor (as in fact in the beginning happened)
Re: Buildings not advancing epoch in EE4
Posted: 11 May 2019, 09:41
by Dr.MonaLisa
Re-checked it after my message?
Did you add the icon file to icons database (icon_unit_Frenchcitizen10)?