Hero tv the Data We Got From Steam Didn t Look Right Try Again
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July 01, 2011,03:02 PM #one
Official CA Q&A thread - XML and XSD modding
Fortunately I had a re-create of this thread saved to my computer earlier the forum hiccups, so we're all good.
Anyway, hither's the Q&A thread again. Don't worry that all of your questions take vanished - I'd been compiling them into a Give-and-take document anyhow, so they're safe and will exist answered after the weeked.
Thank you!
-Craig
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Hullo everyone, Equally a follow-upwards to the database files we posted yesterday, we'd like to assist with anything that's unclear by answering any technical questions related to the files, and the data therein, which you may have. Rather than pull individual squad-members abroad from their work to constantly monitor the thread, nosotros'll practice a daily sweep. Nosotros'll so compile the questions, ask the relevant team-members, and ping the answers back in list class. In all likelihood, some of the more experienced modders hither will know the answers to certain questions that may announced… if you fall into that army camp, please feel free to driblet in and demonstrate your knowledge Also, please go on your questions hither on the subject of modding with the files, every bit we're not at liberty to get off-topic! Thank you, The Creative Assembly
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July 01, 2011,03:03 PM #ii
Re: Official CA Q&A thread - XML and XSD modding
Spoiler Alert, click show to read:
How-do-you-do CraigTW,
similar you probably know i am the one who helped in the total war forums with the event of drophacking, who explained it to Dave the ninja
and who got as a present for the ikko ikki dlc for gratis (, which retainers
(like: way of ikko ikki, rennyos teachings and the one which gives the opponents hero and veteran units -2 attack, -1moral...)
are really imba, besides).Nice to hear this:
"Previously, if you disconnected from Steam during a battle y'all could be kicked out of information technology. Now the game will permit y'all to keep playing your opponent through the direct connexion while Steam attempts to reconnect in the background. This doesn't require a patch - it should be live correct now."But did you also consider my other proposal for solution, which helps in a more effective way confronting drophacking?
"2. Steam could likewise check (internally) if the customer is online after it was blocked by the host. The client is always going to send some information to steam... and the rest you can remember most -> That would help much!"
You lot know how i hateful this?I take some bad news(not really, like shooting fish in a barrel fixable^^) because it seems that the alt-f4 fix is "buggy". I have discovered a new kind drophack, which i didnt have tested even so.
Just see this:
http://www.abload.de/img/internetonlinetu2e.jpg
http://steamcommunity.com/id/eye-opener/screenshots/
See the pictures, which i uploaded on Friday, June 17, 2011, and so you should recognize that there is something wrong with it, i am certain that my oppponent quited the game while being in the loading screen. The funny affair, like yous should be able to see, is that steam didn't react to the fact that my opponent has quited shogun2 totally... and that the game was started some seconds earlier.
I am sure that yous know (now) how to set up thisAnd I want to enquire you nearly this:
http://world wide web.abload.de/img/2011-06-16_00001ynv6.jpg
http://www.abload.de/img/2011-06-16_00002qupa.jpg
http://world wide web.abload.de/img/2011-06-16_000036u1n.jpg
http://www.abload.de/img/2011-06-16_00004bniv.jpg
Is information technology fair when some cheap loansword ashigaru are able to have 30 assail? My lvl9 katana samurai have 24 attack and they price 1200... IMBA
and the loansword ashigaru definitely dont toll more than 1000...
Pls think about this imbalance and tell me what you thinkI hope i could help again and i look forwards to hear from y'all soon^^
greetings,
middle-opener
P.South. concerning the imbalance, see this also pls: http://world wide web.twcenter.net/forums/showthread.php?t=463236
Last edited by centre-opener; July 01, 2011 at 03:24 PM.
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July 01, 2011,03:04 PM #3
Re: Official CA Q&A thread - XML and XSD modding
Hullo eye-opener. Cheers for that, I'll become it logged, simply this is the wrong thread for it really.
Delight keep all questions on the topic of modding the data we released yesterday.
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July 01, 2011,03:12 PM #4
Re: Official CA Q&A thread - XML and XSD modding
How-do-you-do! 1.- In unit stats naval we have these stats: ,mothball_cost, this 1 is chosen hull strength in pfm
reactivate_cost, this one is called crew size
repair_cost_port. This one does non appear in pfm despite it has value in xml file.
,repair_cost_sea. This one does non announced in pfm despite information technology has value in xml file. Could you delight tell us what they are for and how they work? I have likewise seen these ones: mass, collision_momentum_modifer, formation_distance, minimum_distance, formation_integrity I wonder if they are related to the impairment when ships collided in first version of empire and if we can mod to have that effect once more. I take too noticed that ships avoid to collide, not as it was in get-go version. I as well want to know if we tin can modern to accept that behaviour dorsum. two.- In agent tables: Nosotros have line of sight and zoc which I believe it is zone of control where fleets or armies intercept enemies approaching. The starting time one has worked when inverse, just zoc changing has had no effect in the interception zone not making it wider or smaller. Is this stat working? Is any other stat or file involved I the change?3.- In unit stats naval:
Armour, hit and critical related to hull, masts, sails, magazine. What is the effect of those stats and how do they piece of work?-
four.- We have:
1st. In campaign_ai_personality_junctions :
NAVY_REPAIR_FULL_CREW_MINIMUM_PERCENTAGE
NAVY_REPAIR_FULL_HULL_MINIMUM_PERCENTAGE
NAVY_REPAIR_TOTAL_CREW_MINIMUM_PERCENTAGE
NAVY_REPAIR_TOTAL_HULL_MINIMUM_PERCENTAGE
second. In campaign_ai_manager_behaviour_junctions :
NAVY_REPAIR
Which all seem to be related to ship reparation, is this truthful? how do they work?
�..I will be adding more than here- Give thanks you.Final edited by Bethencourt; July 02, 2011 at 12:27 PM.
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July 01, 2011,03:24 PM #5
Re: Official CA Q&A thread - XML and XSD modding
Got a question near groupformations and boxing flags.
Is there a style to make the entity placement a foursquare or atleast a manner to rotate units?
Didn't find anything in the xml there, but i too saw xml's were in one element an option was missing but appeared in another, maybe there is an selection but was non used?
In ETW it was possible to brand rectangle flags, with an alpha map in the large.tga. In NTW this isn't possible anymore since as soon as you enable the graphic option volumetric effects the alpha area is simply black.
Was there a shader file (the fx ones) inverse from etw to ntw?
Atleast i managed to get dorsum the blastoff when enabling SSAO (which didn't looked to well)
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July 01, 2011,03:42 PM #6
Re: Official CA Q&A thread - XML and XSD modding
In the regions.xml there is a "<palette_entry>" before the RBG entries. What is this entry used for?
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July 01, 2011,03:52 PM #vii
Re: Official CA Q&A thread - XML and XSD modding
Hey is in that location any change nosotros could get some deeper explanations of campaign ai managers beliefs junctions and campaign ai personalities junctions as these two tables were sadly defective the helpful comments that kv rules had .
Also is there any chance yous could release the format of the packed sound files similar to the way you released the format of the groupformations files along with how they piece of work? Just because its a bit abrasive that we tin make a totally new unit which them insists on shouting 'REVOLUTIONARY GUARDS' with no good way to stop it.
Also what is 'ZOC' in edifice levels? Zone of control or somthing else?
Finally, dare i say it any modify of the same being done for shogun.
If not, perhaps this should be moved to the ntw or etw mod workshop .Cheers for this initiative Craig, its crawly .
Last edited by The Hedge Knight; July 03, 2011 at 03:23 PM.
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July 01, 2011,05:03 PM #eight
Re: Official CA Q&A thread - XML and XSD modding
Is the information responsible for the deployable defenses located in these files, specifically relating to the width that they are deployed i.e the trenches and spikes, likewise are the firing arcs of the cannon using the sand bag deployables defined at that place?
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July 01, 2011,05:fifty PM #9
Re: Official CA Q&A thread - XML and XSD modding
In models_naval the post-obit is an entry: <logic_folder>ships\1deck24\</logic_folder>
What folder does this refer to, and where tin we find it? Does information technology hold whatsoever relevance to the placement of cannons on a ship?In that location is an entry called "fitness" in the units_tables, yet I practice not see the column in the PFM. There are likewise various files, like the famous mercenary file, which seem to be db files in your documentation all the same I have not seen anywhere in the pack. Are these supposed to appear, or were they left out of the concluding game?
This may exist a chip unrelated, but is there anyhow to edit the characteristics of specific unit formations, such equally light infantry behaviour or the square formation, and where?
Thanks for this, very much appreciated
Originally Posted by Primergy
Last edited by Rex Sama; July 01, 2011 at 06:01 PM.
Programmer of The Bully State of war | Leader of WW2: Sandstorm | Under the Woolen Patronage of Mitch | King of All
Originally Posted by Admiral Van Tromp
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July 01, 2011,ten:24 PM #10
Re: Official CA Q&A thread - XML and XSD modding
Question for CA: You gave the states XSD and XML files, but in the actual .pack files the DB uses neither file type. So my question is, how did you catechumen the XML into something the engine can use? And is in that location any chance y'all'd release whatever converter you used (if any) to save united states of america from updating the slightly buggy DB editor? (Would probably attract more RTW/M2TW modders if nosotros could merely edit the XML files and convert them, too)
Originally Posted past Bethencourt
And yes, some of the things in the XML files don't show up Might exist considering you're using PFM instead of DBE and the latest DB.xsd.
Final edited by Okmin; July 01, 2011 at 10:29 PM.
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July 01, 2011,11:00 PM #11
Re: Official CA Q&A thread - XML and XSD modding
Could you delight tell united states of america (even by the height of your head if needed) which of the tables are implemented and which are leftovers? That would help I call back. Thank you.
alhoon is non a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of form, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does non enquire for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
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July 02, 2011,02:16 AM #12
Re: Official CA Q&A thread - XML and XSD modding
i) Is the Unit_Regment_Names tabular array used?
2) I've seen a new Unit_Special_Ability table, not exposed in PFM however. It contains things such as column_formation, loose_formation. Is it usable in NTW, or a left over from before?
3) What is the effect of Marksmanship bonus in the projectile table?Last edited past Steph; July 02, 2011 at 02:50 AM.
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July 02, 2011,02:42 AM #13
Re: Official CA Q&A thread - XML and XSD modding
I'1000 not sure almost when you use volumetric effects, but it is certainly possible to make square flags without them. The swiss flag in TGW uses blastoff.
2) I've seen a new Unit_Special_Ability table, not exposed in PFM yet. Information technology contains things such as column_formation, loose_formation. Is it usable in NTW, or a left over from before?
Final edited by Primergy; July 02, 2011 at 03:05 AM.
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July 02, 2011,05:26 AM #14
Re: Official CA Q&A thread - XML and XSD modding
ane)
Aim: to go customized name for building in custom map.Can we add new building type in the BATTLEFIELD_BUILDING_CATEGORIES and past cloning an existing building in the (battlefield_buildings table) have it displayed with a customized name adding a new entry in the localization file.
Example: I add a new type called hougomont in the BATTLEFIELD_BUILDING_CATEGORIES table, then add a new line in BATTLEFIELD_BUILDINGS tabular array cloning the one I'1000 using on my Waterloo map, add a new line in localization file using the new type hougomont with description Castle of Hougomont.Are building type fixed or can it work? Maybe is there another table to change?
ii) Column bonus in KV_MORALE table? Does information technology work? Does information technology piece of work for group formation deployed in column? Is just a fake line never implemented (in that case please...please implement a formation cavalcade with a patch or advise a style to have a proper column formation?
3) What are KV_..._EXTENDED tables for?
4) Does CAPTURE_POINT battle work in NTW (battles tabular array)? I saw nosotros can add capture location in the map file called capture_location_list, example from mountain map in patch4 of NTW
<CAPTURE_LOCATION_LIST>
<CAPTURE_LOCATION radius='16.441118' position_x='four.672912' position_y='-327.224396' />
<CAPTURE_LOCATION radius='15.062731' position_x='4.214892' position_y='-568.989624' />
<CAPTURE_LOCATION radius='24.438301' position_x='-507.876495' position_y='-474.617493' />
<CAPTURE_LOCATION radius='21.166296' position_x='510.104462' position_y='-481.503113' />
<CAPTURE_LOCATION radius='27.467758' position_x='3.494706' position_y='352.693787' />
<CAPTURE_LOCATION radius='22.074589' position_x='-485.780273' position_y='129.968460' />
<CAPTURE_LOCATION radius='24.484919' position_x='483.504913' position_y='134.959091' />
</CAPTURE_LOCATION_LIST>Can we play a capture betoken boxing in NTW custum boxing or, when negative, is there whatever line I can add together in the xml file setting armies OOB in a mp_historical_battle type.
Last edited past LEGIO_Desaix; July 02, 2011 at 06:56 AM.
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July 02, 2011,06:33 AM #15
Re: Official CA Q&A thread - XML and XSD modding
Originally Posted by Rex Sama
Originally Posted by King Sama
Originally Posted by King Sama
Originally Posted by Okmin
Originally Posted by LEGIO_Desaix
Link to my thread http://world wide web.twcenter.cyberspace/forums/showthread.php?t=463644
Perhaps nosotros should have a word thread somewhere else on what to ask hither? We are answering our own questions generally here.
Consider the postage stamp postage stamp: its usefulness consists in the ability to stick to one affair till it gets there. - Josh Billings
The creatures outside looked from pig to man, and from homo to pig, and from pig to homo again; but already information technology was impossible to say which was which. - George Orwell
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July 02, 2011,07:16 AM #xvi
Re: Official CA Q&A thread - XML and XSD modding
Originally Posted past LEGIO_Desaix
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July 02, 2011,07:19 AM #17
Re: Official CA Q&A thread - XML and XSD modding
Originally Posted by Yarkis de Bodemloze
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July 02, 2011,08:18 AM #18
Re: Official CA Q&A thread - XML and XSD modding
Thanx guys, of course nosotros all know column_bonus does not work, my question was but a humble try to permit CA know this is a crucial point coupled with unmoddable square to fix to enhace the true napoleonic tactical warfare. Only devs might know if at that place is a shortcut through tables to add a bonus to column or delay square bonus until fully formed. Nosotros all know this is business organisation outset, they had little time to waste material on revising NTW or Empire engine while working on SH2. Nonetheless this is the only catamenia before they commit to a new title when we can take some hope to see some bug stock-still or some features implemented. 6 months more and both Empire and NTW will be history for CA, if not now already.
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July 02, 2011,08:58 AM #nineteen
Re: Official CA Q&A thread - XML and XSD modding
Originally Posted past LEGIO_Desaix
Originally Posted by T.C.
The same goes for the model_buildings, there is besides a logic file baked into. Here the logic files are simple spline knot-coordinates.Question Regarding Buildings:
Are the xyz.tech.cs2 files, which are used for collision, immune to exist modded, or exercise they belong to a middleware package, similar the Speedtree trees?
Originally Posted by LEGIO_Desaix
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July 02, 2011,09:44 AM #twenty
Re: Official CA Q&A thread - XML and XSD modding
Originally Posted by Primergy
Source: https://www.twcenter.net/forums/showthread.php?463810-Official-CA-Q-amp-A-thread-XML-and-XSD-modding
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