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Needed: How to: guide for Civilopedia.txt & PediaIcons.txt

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  • Needed: How to: guide for Civilopedia.txt & PediaIcons.txt

    Recently I created a new scenario using a new advancement "Emigration", and placed it at the start of the Middle Ages. I then made it the prerequisite for Monotheism, Feudalism, and Engineering.

    I made this new advance the prerequisite for building settlers, then created a dummy debug scenario. So far so good, even without any actual modifications of the subject files, the dummy debug test scenario worked without a hitch, even had the advancement box located out of the way in the game advancement tree screen.

    After a few more tweaks and debugging, I started an actual game. When I got to my new advance and completed researching it, the game kick out on a PediaIcons.txt error.

    What I'd really like to know is if there is a "null" entry, that can be made in these (*.txt) files that can be made for testing purposes, and how to go about it, and a checklist for dummys might also be helpful. HeHe

  • #2
    Duplicate another tech entry in the Civilopedia text file and change the name. Then post same in the Rules/Civilization Advances/Civilopedia entry. Such as; TECH_Bronze_Working. This error will come up next after you fix the PedialIcons.txt error you have mentioned.

    Here for the PedialIcons files, do similiar, copy, rename but leave the Icon it calls to the same. What this means it will show the picture for as of in case above, Bronze Working.

    Fix, reload the game, if does not work it will tell you so. Check, fix and reload it will work after you make sure of no syntax errors, like extra spaces etc.

    I hope this is more clear than mud. There actually is not that much going on with all this. That is of course after you screw with it a few times!
    The Graveyard Keeper
    Of Creation Forum
    If I can't answer you don't worry
    I'll send you elsewhere

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    • #3
      Thanks Antrine

      You have been a big help taking the time to point out some suggestions and fixes to me.

      By the way, as I was debugging several scenarios and reading the forums, (both Apolyton & CivFanatics), I noticed several others complaining about the Sub (bug), so I tried an experiment of my own while debugging.

      I found that by adding to the abilities of the Submarine, and Nuclear Submarine the Hidden Nationality ability, it removes an accidental war starting when an AI bumps into it. However, of course, it does not prevent the combat. I think of this not unlike the accidental collision between the US sub and the Japanese tourist ship in Hawaii a while back.

      I haven't thorougly debugged this yet from the AI point of view however. I'm wondering if the AI when building them (subs), then moving them, would shun moving into another players units, or if the AI when moving, attempts the move, and seeing a war would result flags the move as not likely. The evidence points to the AI making the move since it thinks a war would not result, hence the original accidental war when it collides with an invisible, but "known" nationality sub.

      Anyhow, this could lead to a lot more interesting uses for submarines then their current original default abilities allow for.

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      • #4
        You welcome! Sounds like some excellent thinking regarding the sub bug. I have not dealt with it, as my Mod is ancient times/fantasy. However, I use 'hidden nationality' on land and sea extensively finding it very useful. Mainly because the AI uses these things with enthusiam. This opposed to artillery which it shuns and armies which it will after a cartload a pre-conditions are carefully attended to.

        But, 'hidden nationality' is great (I think). It affords a needed advantage to the AI's. Which is, if you did not know, is that they can attack and destroy cities in times of peace while the human player cannot do given similiar conditions.
        The Graveyard Keeper
        Of Creation Forum
        If I can't answer you don't worry
        I'll send you elsewhere

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