SMRI - Military Fort?

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Jancsika
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SMRI - Military Fort?

Post by Jancsika » Sat Dec 01, 2007 3:01 am

I am working on a new map-scenario and in SMRI “RRT_Industries.XML there is and industry “Military Fortâ€

snoopy55
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Post by snoopy55 » Sat Dec 01, 2007 3:30 am

First off, the Military 'BASE' in America is a full listing whereas the Military 'FORT' from the other two are not and require the GLOBAL. If you are using the GLOBAL, then it has to be your spelling. When you want to put something into a map that is a mod, copy and paste the complete listing from GLOBALS and go from there editing it to your needs, checking after each minor edit. Editing a large amount or multiple things can lead to trouble if you don't take the time to write it all out and check it. I have a 3-ring binder just for this game and the editing of it with portions of it in plastic so I can use erasable markers.

Post the entries you put in that crashed.


:twisted:
I'm correct 97% of the time..... who cares about the other 4%....

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Jancsika
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Post by Jancsika » Sat Dec 01, 2007 3:58 pm

Thanks for the quick reply.
I am using GLOBALS and realize that the Military Base is a full listing and Military Fort is in the GLOBALS. And I am going step by step only one or two Industries at one time. And yes I cut and paste. I am a two-finger typist.
I have the setup in an Excel spreadsheet and I am doing basically the same markup routine that you have with the markers.
I am enclosing the map in question.
You will find both BASE and FORT in the Industries.XML file at the end of the file one is <!---> comment. All you have to do is to switch the comments around.

The problem could be in my machine, because I played the FORT version first time, but could not start it the second time, not even the saved games from the AutoSave.
Jancsika
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Blank10.zip
(95.37 KiB) Downloaded 365 times

snoopy55
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Location: Centralia, Ill, USA

Post by snoopy55 » Sat Dec 01, 2007 5:56 pm

Well, this one I'll leave for others. It will allow you to use the Fort as long as you don't place it at start, meaning you can build one, but it cannot be there when the map starts.
We'll see if it's creator will figure it out.......


:twisted:
I'm correct 97% of the time..... who cares about the other 4%....

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Lowell
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Post by Lowell » Sun Dec 02, 2007 4:26 am

Hey Jancsika...

Remove the Locations entry you have for the military fort inside your industries_Blank10.xml file. Once done...you will then see the military fort popup in the city build list (or be able to place it in-city in the editor.) I noticed that both the base and the fort had the same X - Y loaction on the map...just remove the lines I have in green below for the fort.
<Locations>
<Location>
<StartX>146</StartX>
<StartY>109</StartY>
<Rotation>28.000462</Rotation>
<Size>0</Size>
<InCity>TAG_CITY_NAME_MILITARY_BASE</InCity>
</Location>
</Locations>

I guess the game only displayed the first one it came to for that spot on the map (the base)...it never showed up in the city build list either till I removed the locations text from the fort.

I built a small test map of what you had and hooked up both the fort and the base. The base has the arms to gold set at output=0 ... I changed mine to 1.0 and it produced gold just fine. Also I noticed that you had the "global" listing for the military base inside your maps industries.xml list...it still works but you don't have to list the whole thing. I also added a line into your maps industries.xml...the military fort is way too huge...I made it scale down a tad <fScale>0.6</fScale> the top screenshot is after I changed the fScale to 0.6 (make it smaller if you wish maybe 0.3 or 0.4)...the other two show that everything is hooked up and running...arms are being delivered to both the fort and base just to test each. Now you may want to make the port smaller by using the same fScale entry to it...and then find something to use the gold for. :)

EDIT//Don't forget to remove those Tender Car entrys...they cause trouble if left in a maps train car list unless they are new models, otherwise the game will pull the tender from the global list. So if you do make a new tender it has to be listed in the global files...not the maps train car xml file. The game sticks them in there when you start a new one from scratch and it shouldn't.

</RRTIndustry>
<RRTIndustry>
<szName>Military Fort</szName>
<fScale>0.6</fScale>
<Production>
<Resource>
<Input>Arms</Input>
<Output>Gold</Output>
<InputOutputRatio>1.0</InputOutputRatio>
</Resource>
</Production>
</RRTIndustry>

EDIT//EDIT//Also I liked how you had everything setup...I had to get the miners to the mines to get the whole ball of wax started...nice.
Attachments
base1.jpg
base1.jpg (698.73 KiB) Viewed 6342 times
fort1.jpg
fort1.jpg (658.35 KiB) Viewed 6345 times
fortsm.jpg
fortsm.jpg (672.08 KiB) Viewed 6345 times

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Jancsika
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Post by Jancsika » Sun Dec 02, 2007 3:08 pm

Thanks Lowell

My problem is NOT that I wanted to have both Military Base and Military Fort in the map.

I originally wanted to use the Military Fort but it ALONE crashed the game, then I installed the Military Base and it was working, so I was wondering why the Military Fort being in the GLOBALS crashes the game.
The XML file has both in them, but one is always <!—IN COMMENT-->

As long as one of them is working I'll be fine.
I still have a long way to go with the map.
Jancsika

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Lowell
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Post by Lowell » Sun Dec 02, 2007 7:41 pm

...yes I understood you only wanted the Fort...I was just checking everything on board. :)

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