Buildings not advancing epoch in EE4

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Gonzalo
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Buildings not advancing epoch in EE4

Post 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

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Gonzalo
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Re: Buildings not advancing epoch in EE4

Post 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!!
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Dr.MonaLisa
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Re: Buildings not advancing epoch in EE4

Post by Dr.MonaLisa »

I thought iwanicki already made something like this with flags.
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Gonzalo
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Re: Buildings not advancing epoch in EE4

Post 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 :(
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Re: Buildings not advancing epoch in EE4

Post by Dr.MonaLisa »

trump_facepalm.jpg
trump_facepalm.jpg (42.77 KiB) Viewed 2055 times
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Gonzalo
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Re: Buildings not advancing epoch in EE4

Post 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...
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Re: Buildings not advancing epoch in EE4

Post 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	
}
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Dr.MonaLisa
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Re: Buildings not advancing epoch in EE4

Post 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
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Gonzalo
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Re: Buildings not advancing epoch in EE4

Post by Gonzalo »

No, in that case name of the unit wouldn't appear in the editor (as in fact in the beginning happened)
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Re: Buildings not advancing epoch in EE4

Post by Dr.MonaLisa »

Re-checked it after my message?
Did you add the icon file to icons database (icon_unit_Frenchcitizen10)?
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