Buildings not advancing epoch in EE4
Buildings not advancing epoch in EE4
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
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!!
- Dr.MonaLisa
- High Representative
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Re: Buildings not advancing epoch in EE4
I thought iwanicki already made something like this with flags.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Buildings not advancing epoch in EE4
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
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
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Re: Buildings not advancing epoch in EE4
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Buildings not advancing epoch in EE4
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...
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
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:
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
}
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 109 times
Re: Buildings not advancing epoch in EE4
Could be missing or incorrect text entries in the .utf8 file:
- tx_utn_frenchcitizen10_name
- tx_utn_frenchcitizen10_pname
- vtt_unit_frenchcitizen10
- tx_utn_frenchcitizen10_name
- tx_utn_frenchcitizen10_pname
- vtt_unit_frenchcitizen10
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Buildings not advancing epoch in EE4
No, in that case name of the unit wouldn't appear in the editor (as in fact in the beginning happened)
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 109 times
Re: Buildings not advancing epoch in EE4
Re-checked it after my message?
Did you add the icon file to icons database (icon_unit_Frenchcitizen10)?
Did you add the icon file to icons database (icon_unit_Frenchcitizen10)?
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains