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xceextramaps - who knows how the modmerge system functions ? - its a rethorical question


Charon

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xceextramaps gives this error for a map:

Quote

Mon Dec 05 01:57:34 2016: MOD ERROR: There are multiple elements to update: Map
Mon Dec 05 01:57:34 2016: MOD ERROR: Merging XML for maps/forest/mapinfo.xml from mod mods/xceextramaps/ failed.

Heres the supposed fix:

<?xml version="1.0" ?>
<MapInfo>
    <Maps MODMERGE="update">
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_large_cabins_llunak" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_large_random_sparse_line_llunak" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_medium_cabins_llunak" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_medium_random_sparse_line_llunak" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_small_cabin_llunak1_lightscout" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_small_cabin_llunak2_lightscout" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_small_cabins_llunak" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_small_random_sparse_line_llunak_lightscout" random="1"/>
        <Map MODMERGEATTRIBUTE="name" MODMERGE="insert" name="forest_small_random_sparse_line_llunak" random="1"/>
    </Maps>
</MapInfo>

 

As far as i know XCE is the first to add forest tiles to the game, right ? And these maps should get added, right ? If so, this fix should be correct.

 

Secondly, if you add a forest tileset with XCE it needs appropriate civs and local unit folders. Those appear to be missing.

Civs:
units>civilian>forest>none,civilian1 (or equal ), etc ...

Locals
units>friendlyaitroops>forest>none,(Weapon)

You can copy and modify spectre xml from the other files.

 

This ofcourse needs a missiontypeprops_gc.xml to define the friendlyaitroops and what weapons they are supposed to carry. Heres a functional example:

  <Tileset name="forest">
    <MissionType name="Common" civilianCount="3" friendlyAICount="1">
      <FriendlyAI>
        <Ticker value="inf">
          <Weapon percent="100" name="weapon.farmershotgun" />
        </Ticker>
      </FriendlyAI>
    </MissionType>
    
  </Tileset>

Change the farmershotgun to a weapon of choice.

 

All in all well done with XCE, this makes a lot possible !

Edited by Charon
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