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  • New Factions.

    #1
    Mmk, I tried using the search function to find this info and either I'm overlooking something or it ain't coming up.

    I want to create a 4th faction, keeping the allied soviet and japan factions intact. I can't seem to figure out how though.

    Also when attempting to run the mod sdk with bibber's stuff in place (downloaded earlier today) i'm running into an asset merge error (step 6) unless i uncheck the merge and fix options, not sure if that is related to my above problem or not.

    Here is what i've fiddled with thus far:
    Copied PlayerTemplates.xml
    Changed : Define name="PLAYER_MAX_MP_BEACONS" value="3" to Define name="PLAYER_MAX_MP_BEACONS" value="4"

    copied template for Japan inside the PlayerTamplates.xml and editted name and starting tech points as a test to see if I was on right track.

    Created the Mod.xml

    Ran sdk got errors
    Added in Bibber's stuff
    Reran Sdk got 'merge error' mentioned above
    Unchecked Merge and reran, got step 7 error
    Ran again with Merge Assets and Fix Assets unchecked, zero reported error
    Loaded RA3 with commandline modification to activate mod
    Went to Skirmish, no change to team options.
    deleted skirmish.ini and tried rerunning... still nada.

  • #2
    Post your complete build log here, please.

    Comment


    • #3
      Here you go, just reran it with merge assets and fix assets off. hope it helps figure out where i screwed up! i kinda goofed and didnt hit save on my previous attempts sorry.

      btw tested to see if i could run the latest paradox release and that worked fine so I am pretty sure i'm just screwing something up somewhere

      Building Mod Trion
      Step 1: Clearing build cache
      Step time taken: 00:00:00.0530000
      Step 2: Clearing session cache
      Step time taken: 00:00:00.0480000
      Step 4: Building global data
      Step time taken: 00:00:00.0320000
      Step 5: Building static data
      Audio /data:.;.\Mods\Trion\Data;.\Mods;.\SageXml
      [00:00:05.7250000] Cached session data not available.
      [00:00:06.7500000] Resolving references: mods\trion\data\mod
      [00:00:06.7680000] Stable sorting assets
      [00:00:06.7680000] Sorting by schema dependencies
      [00:00:06.8600000] mods\trion\data\mod Linking binary data
      [00:00:06.9410000] BinaryAssetBuilder complete
      [00:00:06.9420000] Total Processing Time for All Types: 00:00:00
      Command Line: C:\RA3 MOD SDK\mods\Trion\mod.babproj /od:C:\RA3 MOD SDK\builtmods /iod:C:\RA3 MOD SDK\builtmods /csc:false /ls:true /osh:false /pc:true /res:true /slowclean:true /ss:true /art:.\Mods\Trion\Art;.\Mods;.\Art /audio:.\Mods\Trion\Audio;.\Mods;.\[00:00:05.7280000] Session caching enabled ('C:\RA3 MOD SDK\builtmods\BinaryAssetBuilder.SessionCache.xml' ).
      [00:00:06.8780000] mods\trion\data\mod Stream complete
      Streams built: 2
      Audio /data:.;.\Mods\Trion\Data;.\Mods;.\SageXml
      [00:00:05.7300000] Network caching enabled ('C:\RA3 MOD SDK\builtmods\cache').
      [00:00:06.5590000] Loading 'file://c:\ra3 mod sdk\mods\trion\data\mod.xml'.
      [00:00:06.7740000] Sorting by asset dependencies
      [00:00:06.7740000] Generating stream: mods\trion\data\mod
      [00:00:06.8750000] mods\trion\data\mod Linking relocation data

      LoD Stream Builder
      Command Line: C:\RA3 MOD SDK\mods\Trion\mod.babproj /od:C:\RA3 MOD SDK\builtmods /iod:C:\RA3 MOD SDK\builtmods /csc:false /ls:true /osh:false /pc:true /res:true /slowclean:true /ss:true /art:.\Mods\Trion\Art;.\Mods;.\Art /audio:.\Mods\Trion\Audio;.\Mods;.\[00:00:00.0130000] BinaryAssetBuilder started
      [00:00:06.8700000] mods\trion\data\mod Linking import data
      Step time taken: 00:00:09.2950000
      Step 8: Copying additional files
      Step time taken: 00:00:00.0350000
      Step 9: Creating big file
      Step time taken: 00:00:00.1550000
      Step 10: Creating skudef file
      Step time taken: 00:00:00.0490000
      Build Completed
      Build time taken: 00:00:09.7580000

      Comment


      • #4
        Yeah, then maybe your xml are not setup correctly. ^^

        Comment


        • #5
          probably.. got any tips ore recommended software for editting the xml files? i wound up using notepad since it was all i had that could open it except browser...

          Comment


          • #6
            Notepad++ is a good editor.

            Comment


            • #7
              got it, got the team selectable in skirmish...
              But umm, it only works if i use one of the normal entries for 'side' in playertemplates. meaning a completely custom side is still beyond my reach. can you help direct me to the things i need to take care of to create new valid value for the 'side' option?

              example:
              <PlayerTemplate
              id="Japan2"
              Side="Japan"
              Type="PLAYABLE"
              StartingBuilding="JapanConstructionYard"
              ScriptedHuntTactic="ScriptedHuntTactic"
              valid.

              <PlayerTemplate
              id="Japan2"
              Side="Japan2"
              Type="PLAYABLE"
              StartingBuilding="JapanConstructionYard"
              ScriptedHuntTactic="ScriptedHuntTactic"
              not valid
              Last edited by Sythja; 02-21-2012, 05:56 AM.

              Comment


              • #8
                You can't. The GUI refers to each of the 3 sides and that's why you can't add more. Just use an existing side for your new faction.

                Comment


                • #9
                  ok... without being able to add a new value for side things seem to get tricky..
                  Where do I look in the units and structures for how to change build trees?

                  Say for instance I want to give my new team a war factory that unfolds from a nanocore, looks like the allies warfactory, and has the an upgraded version of the soviet Apocalypse tank buildable from it.. without making the allies lose their normal warfactory or the soviets lose their tank.. i know i'd have to clone and mod a file for the nanocore, the warfactory, and the Apoc tank, but I can't find the 'this builds this' or 'i'm built here' areas that i need to change to accomplish this.. am i overlooking something? looking in the wrong files? i've looked through so many of the xml files line by line that it's starting to require some excedrin and found every area i'll need to tweak to create upgraded structures and vehicles and units but.. still not found where/how it determines what is built/trained where.

                  Comment


                  • #10
                    GameDependency in the GameObject as well as LogicCommand and LogicCommandSet define what to build where and what is required for it.

                    Comment


                    • #11
                      alrighty, you have been a huge help Bibber!

                      Comment


                      • #12
                        so since this is in the LCS for Japan's conyard
                        <LogicCommandSet
                        id="JapanConstructionYardCommandSet">
                        <Cmd>Command_ConstructJapanWall</Cmd>
                        <Cmd>Command_ConstructJapanPowerPlantEgg</Cmd>
                        <Cmd>Command_ConstructJapanBarracksEgg</Cmd>
                        <Cmd>Command_ConstructJapanRefineryEgg</Cmd>
                        <Cmd>Command_ConstructJapanWarFactoryEgg</Cmd>
                        <Cmd>Command_ConstructJapanNavalYardEgg</Cmd>
                        <Cmd>Command_ConstructJapanTechStructureEgg</Cmd>
                        <Cmd>Command_ConstructJapanBaseDefenseEgg</Cmd>
                        <Cmd>Command_ConstructJapanBaseDefenseAdvancedEg g</Cmd>
                        <Cmd>Command_ConstructJapanSuperWeaponEgg</Cmd>
                        <Cmd>Command_ConstructJapanSuperWeaponAdvancedEg g</Cmd>
                        <Cmd>Command_PackJapanMCV</Cmd>
                        </LogicCommandSet>

                        I'd need something to the effect of:
                        <LogicCommandSet
                        id="SythjaConstructionYardCommandSet">
                        <Cmd>Command_ConstructSythjaWall</Cmd>
                        <Cmd>Command_ConstructSythjaPowerPlantEgg</Cmd>
                        <Cmd>Command_ConstructSythjaBarracksEgg</Cmd>
                        <Cmd>Command_PackSythjaMCV</Cmd>
                        </LogicCommandSet>

                        and assign the new conyard to use that set through the CommandSet value in SythjaConstructionYard.xml to have it able to create the nanocores for the barracks, the wall, powerplant, and be able to pack up, yes?
                        Wanting to make sure I'm on the right track before i wind up breaking something lol.

                        Comment


                        • #13
                          Yep.

                          Comment


                          • #14
                            hmm.. odd.. every time i modify a structure the structure disapears in game. my new conyard is not showing up, and i modified the japansuperweaponadvanced.xml removing the 'unique unit' and 'reveal to all' from it as well as the 'MaxSimultaneousOfType="1">' in an attempt to remove the one only limit... and that blasted thing disapeared as well...

                            Comment


                            • #15
                              Crap, nvm I think i know what the problem is.. I got to pull the art files for the structures and units and include those in a folder in my mod database don't i?

                              Comment

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