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Richard Bruns
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NC, USA
Nov 1999 time: 06:24
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I was playing SiegeWars and saw the Siege Weapons technology, and wondered where it came from since it is not in the tech tree. So I hunted around the .jar file and quickly noticed that the various .xml files for the scenarios all have seperate technology trees. Not only that, they have seperate listings of military units and basically everything else that goes in the game.
What is going on with those? Do they take the place of the default .xml files? If so, what is the point of having a technology.xml or a military.xml file? Will I have to manually update the techs in each and every scenario xml file? Can you have the scenarios read off the default files and only list the things that are differrent?
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:24
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Sounds like you guys are making good progress! 
quote: Originally posted by Richard Bruns
Come to think of it, why donīt we release the game with the technology changes now and call it Demo 7.2.2? It sounds like you have already made the required changes. I have two weeks of mostly free time approaching, so it would be a perfect time for me to do some serious playtesting and fine-tuning. |
Sounds great to me if Laurent is comfortable with it. As a matter of fact this could go much of the way toward the 7.3 goals, and I'd be inclined to release it as Demo 7.3. What do you guys think? I will certainly help with the tutorial scenario part as needed.
quote: If I add new units, activities, and technologies, will the econ GUI update automatically so that money can be put into them? |
Yes, you'll automatically be able to invest in building new units and any new Activity. The only glitch is I may need to put in any tech feedback into econ effectiveness itself in by hand if I haven't got that part of the xml stuff done when you need it. Gives me more incentive to do that part fast! 
[/QUOTE]I would like to be able to do some of this altering and testing myself, but the problem is that while I can use free and easily downloaded software to unpack the .jar file and see the .xml files, I don't know how to repack the .jar so the game plays with the new files. Is there some way to do this that does not involve downloading an immense Java IDE?[/QUOTE]
There is actually a better way than what Laurent suggests. You can leave the jar files unzipped and just run the program from a batch file. That way you can just edit the xml files where they sit, and the changes will automatically take effect. The other advantage is that we can send new code to you to update the program functionality easily.
I don't know if you remember the 'Clash Testbed' for testing graphics, scenarios, and whatever, but that is what the testbed was based on. Once Laurent has the new stuff working to his satisfaction I will put together a version of the testbed that you can use to achieve your aims.
If you want to mess around with things before the new tech code is available, just let me know, and I'll put together a current version for you.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:24
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quote: What is going on with those? Do they take the place of the default .xml files? If so, what is the point of having a technology.xml or a military.xml file? Will I have to manually update the techs in each and every scenario xml file? Can you have the scenarios read off the default files and only list the things that are differrent? |
Each scenario can define absolutely everything, like a mod in civ or CtP...
I added the siege weapons tech because I thought it would be good for a siege dedicated scenario.
We must remember however that there are two things: the game and scenarios. The game will feature a tech "tree" and units etc. which scenarios can use or ignore.
For example, delenda uses technology.xml and military.xml. Attila does the same but adds a unit.
You need only concern yourself with the game techs, leaving scenario-specifics to whoever is silly enough to design a scenario.
To answer the most concrete question, I am going to update everything by hand. I must try them, test them and adjust them a bit. I wish I could have finished this weel-end, but considering my daughter is sick, I may not be able to do all I'd like to. I'll send the code when I have finished and tested it anyway.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:24
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The testbed idea sounds good. Maybe that can be 7.2.2 and once we have fine-tuned it we can release 7.3 Iīll need some help with the batch file, though. We canīt put anything on the desktop on these machines and they have a funny drive numbering, so youīll have to teach me how to alter the batch file so that it runs the game if the game files are located in a folder with a name like D:\FTP\ClashDemo
Is it as simple as opening the file in Notepad and changing it to:
code:
d:
cd \FTP\ClashDemo
java -jar CLASHD721.JAR -ef -seed
Laurent, I think it is great that you are adding techs. I will know that I have designed a good system when you no longer need me to make it work. But I have no problems with updating all the stuff myself; your project time is more valuable than mine since you are a coder.
I do want to concern myself with scenario-specifics, since I am silly enough to want to design scenarios. I didnīt even know you even had such a well-defined scenario xml file built into the game already. It looks like I can already start experimenting with scenarios, once I know how things work with those files.
I see that units can be added individually, but if I add a single technology or element to a scenario, will it use that one thing in addition to all the other stuff the normal file, or does the entire file have to be copy-pasted and the new stuff aded to it?
Does the scenario file have a way to start the civilizations at a higher knowledge, so that, for example, the Romans can use the standard tech tree but start at knowledge 4 in most techs? If not, I would like to request that it be added in the next demo. That is very important functionality both for scenario design and game balance.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:24
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Richard, I updated all the xml files and sent them to the coders because vovan added things for the diplomacy and it was better to merge them as soon as possible.
The reason why I want to merge the changes is that, this way, I think of updating the doc (dataformat.html, if it is not in the jar, we must send it to you), and I can make sure all files work with the game, so I may need to update the code.
Right now for instance, having removed the startlevel tags, we have to find out a way to specify starting knowledge, and this should be per civ, so you can have knowledges of 4 in Delenda for Carthage and Rome but maybe one of the civ is more advanced than the other. Well, that's just what you want anyway. This means both xml and code issues, and it's better if I discuss a format (or get an idea from you) and then adapt it so it fits the code correctly.
Anyway, it is done.
To answer other scenario issues:
Adding elements doesn't require to copy all the stuff. Look at Attila.xml for an example (the horse archer unit).
As for running from the ftp your guess seems likely to work.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:24
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quote: Originally posted by LDiCesare
Right now for instance, having removed the startlevel tags, we have to find out a way to specify starting knowledge, and this should be per civ, so you can have knowledges of 4 in Delenda for Carthage and Rome but maybe one of the civ is more advanced than the other. |
Startlevel was the tech level at which knowledge equals one. Knowledge always is and was is always assumed to be equal to one at the start of the game. I would assume that the most logical place to put a civilizationīs knowledge would be somewhere in the civilization tag in the scenario xml. The game would read that data and store it as the civīs knowledge.
I found the dataformat.html, but it wasnīt too helpful. I know what the tags mean, and it doesnīt say much about how the game reads the data. It is also in an absolutely enormous font that hurts my eyes and makes reading it a challenge.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:24
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I did something like this in delenda: This is inside Rome and Carthage's civilization tag:
lt;/civilization>
(...)
<technology>
<name>Biology</name>
<knowledge>3.0</knowledge>
</technology>
<technology>
<name>Farming</name>
<knowledge>3.0</knowledge>
</technology>
<technology>
<name>horses</name>
<knowledge>3.0</knowledge>
</technology>
<technology>
<name>Production</name>
<knowledge>3.0</knowledge>
</technology>
<technology>
<name>Military Tactics</name>
<knowledge>3.0</knowledge>
</technology>
</civilization>
Vovan changed the dataformat.html so it is easier to read. The next version should be more useful.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:24
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In order to fine-tune the technology numbers for each scenario as I playtest them, I will need more information than a simple list of tech knowledge. Knowing where the RPīs are coming from and what effect they are having would be a big help in the debugging process, and a detailed knowledge about tech growth is important for helping players make good decisions about technology.
So when the Tech button is pressed, something like this should come up:
| Technology Data | Knowledge | RP Input | RP Modifiers | Knowledge |
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| Name: | Last Turn | Government | Economy | Events | TotalHelper | Upkeep Factor | This Turn |
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| Biology: | 2 | 0 | 5 | 0 | 1 | 1 | 2.05 |
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| Farming: | 4 | 0 | 15 | 0 | 2 | 3 | 4.1 |
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| Military Tactics: | 3 | 5 | 0 | 5 | 1 | 1 | 3.1 |
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| Horses: | 0 | 0 | 0 | 50 | 2 | 1 | 1 |
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