Modding Political Parties; Work dammit! :|

Arrrrgh! WORK DAMMIT! WORK! Why won't you just wooooooooork?! ;_;

Alright, I'm working on a number of political parties, in this case a stripped-down version of General Pant's Political Parties (because I didn't find some of them to fit seamlessly into the game). The issue is.. it's just not working properly.

Expansionists works. Isolationist works. Foundationists works. Nationalists works. Conservationists works. Fundamentalists works. Moralists works. Artificial Socialists works. Frequentists works. Libertines/Libertine Party works. Businessmen/Monopolists works.

Seperatists doesn't. Rogues/Rogue's Alliance doesn't. Longshoremens/Longshoremen's Union doesn't. Traditionalists doesn't. RadicalCentrists/Radical Centrists doesn't.

Notice the pattern? Everything past Separatists doesn't work. The problem is, I can't figure out how. Or why. I've been running my head against the wall here for the better part of my day, and I'm just stumped. It could be as easy as a spelling error somewhere, but I just can't see it.

 

Edit: I should clarify something here. The game works just fine, and all bonuses and such show up properly when I choose what party I want during game setup. It's when I'm in-game and check Civilization Manager, the game locks up and crashes when I'm using any of the parties "below" Seperatists.

Code: xml
  1. <?xml version="1.0" encoding="UTF-8" standalone="no"?>
  2. <PoliticalParties>
  3. <DataChecksum NoParse="1">
  4. <Ignore>DisplayName,Description,Model,ColorRed,ColorGreen,ColorBlue</Ignore>
  5. </DataChecksum>
  6. <PoliticalParty InternalName="Expansionists">
  7. <ID>9</ID>
  8. <DisplayName>Expansionists</DisplayName>
  9. <Description>The galactic economy is a zero-sum game, and our civilization must expand as rapidly as possible to get our fair share!</Description>
  10. <Model>Gfx/Government/Expansionists.png</Model>
  11. <OpposingParty>Isolationists</OpposingParty>
  12. <Bonus>7:15 15:15 22:5</Bonus>
  13. <Penalty>7:-25 15:-20 22:-5</Penalty>
  14. <ColorRed>176</ColorRed>
  15. <ColorGreen>108</ColorGreen>
  16. <ColorBlue>182</ColorBlue>
  17. </PoliticalParty>
  18. <PoliticalParty InternalName="Isolationists">
  19. <ID>10</ID>
  20. <DisplayName>Isolationists</DisplayName>
  21. <Description>The affairs of other civilizations are their own, and no business of ours. The preservation of our way of life depends on remaining free of outside influences and entanglements.</Description>
  22. <Model>Gfx/Government/Isolationists.png</Model>
  23. <OpposingParty>Expansionists</OpposingParty>
  24. <Bonus>8:10 27:20</Bonus>
  25. <Penalty>8:-10 27:-30</Penalty>
  26. <ColorRed>220</ColorRed>
  27. <ColorGreen>224</ColorGreen>
  28. <ColorBlue>114</ColorBlue>
  29. </PoliticalParty>
  30. <PoliticalParty InternalName="Foundationists">
  31. <ID>11</ID>
  32. <DisplayName>Foundationists</DisplayName>
  33. <Description>The Foundationists believe that there is some truth in every point of view. They reach out to other cultures, to understand and incorporate their beliefs into what they hope will one day become a new galactic metaculture.</Description>
  34. <Model>Gfx/Government/Foundationists.png</Model>
  35. <OpposingParty>Fundamentalists</OpposingParty>
  36. <Bonus>4:15 9:10</Bonus>
  37. <Penalty>4:-20 9:-15</Penalty>
  38. <ColorRed>209</ColorRed>
  39. <ColorGreen>156</ColorGreen>
  40. <ColorBlue>98</ColorBlue>
  41. </PoliticalParty>
  42. <PoliticalParty InternalName="Nationalists">
  43. <ID>12</ID>
  44. <DisplayName>Nationalists</DisplayName>
  45. <Description>The Nationalists believe we must put our own needs before those of the common galactic good. If every government adequately represents the needs of its people, then the resulting compromises will be of the greatest benefit to all.</Description>
  46. <Model>Gfx/Government/Nationalists.png</Model>
  47. <OpposingParty>Libertines</OpposingParty>
  48. <Bonus>4:25</Bonus>
  49. <Penalty>4:-30</Penalty>
  50. <ColorRed>19</ColorRed>
  51. <ColorGreen>156</ColorGreen>
  52. <ColorBlue>28</ColorBlue>
  53. </PoliticalParty>
  54. <PoliticalParty InternalName="Conservationists">
  55. <ID>13</ID>
  56. <DisplayName>Conservationists</DisplayName>
  57. <Description>The Conservationists believe that our first responsibility is stewardship of the planets we inhabit. Ironically, by working in harmony with nature, they can get more out of a planet than unbridled development ever could. Sometimes it takes a little longer, though.</Description>
  58. <Model>Gfx/Government/Conservationists.png</Model>
  59. <OpposingParty>Nationalists</OpposingParty>
  60. <Bonus>5:5 18:10</Bonus>
  61. <Penalty>5:-5 18:-10</Penalty>
  62. <ColorRed>19</ColorRed>
  63. <ColorGreen>156</ColorGreen>
  64. <ColorBlue>28</ColorBlue>
  65. </PoliticalParty>
  66. <PoliticalParty InternalName="Fundamentalists">
  67. <ID>14</ID>
  68. <DisplayName>Fundamentalists</DisplayName>
  69. <Description>Our great civilization has been lead astray by the idols and false-worship of alien races! In the name of all we believe, we must reclaim our flock and lead them back to the path of righteousness!</Description>
  70. <Model>Gfx/Government/Fundamentalists.png</Model>
  71. <OpposingParty>Foundationists</OpposingParty>
  72. <Bonus>4:10 27:25</Bonus>
  73. <Penalty>4:-15 27:-30</Penalty>
  74. <ColorRed>176</ColorRed>
  75. <ColorGreen>108</ColorGreen>
  76. <ColorBlue>182</ColorBlue>
  77. </PoliticalParty>
  78. <PoliticalParty InternalName="Moralists">
  79. <ID>15</ID>
  80. <DisplayName>Moralists</DisplayName>
  81. <Description>The Moralist Party represents the most conservative elements in our society, all of whom have come together for the purpose of promoting our traditional core values. Many in our culture, and some in others, find their unity, clarity of purpose, and persuasive ideology both inspirational and contagious.</Description>
  82. <Model>Gfx/Government/moralists.png</Model>
  83. <OpposingParty>Libertines</OpposingParty>
  84. <Bonus>9:10 11:5 16:10</Bonus>
  85. <Penalty>9:-10 11:-5 16:-10</Penalty>
  86. <ColorRed>69</ColorRed>
  87. <ColorGreen>22</ColorGreen>
  88. <ColorBlue>4</ColorBlue>
  89. </PoliticalParty>
  90. <PoliticalParty InternalName="Artificial Socialists">
  91. <ID>16</ID>
  92. <DisplayName>Artificial Socialists</DisplayName>
  93. <Description>The Artificial Socialist Party was founded on the assertion that artificial sentient beings form the most efficient and capable societies. The Artificial Socialists fervently believe that all races should emulate the selfless, collectivist, planned, authoritarian cultures frequently found among artificial races.</Description>
  94. <Model>Gfx/Government/artificialsocialists.png</Model>
  95. <OpposingParty>Populists</OpposingParty>
  96. <Bonus>6:10 7:10 24:25 27:10</Bonus>
  97. <Penalty>6:-20 7:-20 24:-25 27:-10</Penalty>
  98. <ColorRed>245</ColorRed>
  99. <ColorGreen>0</ColorGreen>
  100. <ColorBlue>0</ColorBlue>
  101. </PoliticalParty>
  102. <PoliticalParty InternalName="Frequentists">
  103. <ID>17</ID>
  104. <DisplayName>Frequentists</DisplayName>
  105. <Description>The Frequentist Party arose to counter the Bayesians. Like the latter, they emphasize use of statistics to guide political decisions, although the Frequentists use conventional hypothesis-testing, frequency-based methods. These methods are well suited to economic management, and the opinions of the Frequentists are often sought by businessmen and government officials throughout the galaxy.</Description>
  106. <Model>Gfx/Government/frequentists.png</Model>
  107. <OpposingParty>Rogues</OpposingParty>
  108. <Bonus>0:10 9:10</Bonus>
  109. <Penalty>0:-15 9:-15</Penalty>
  110. <ColorRed>6</ColorRed>
  111. <ColorGreen>147</ColorGreen>
  112. <ColorBlue>149</ColorBlue>
  113. </PoliticalParty>
  114. <PoliticalParty InternalName="Libertines">
  115. <ID>18</ID>
  116. <DisplayName>Libertine Party</DisplayName>
  117. <Description>Members of the Libertine Party believe in small government... as in miniscule. They advocate as little governmental control as possible, and only the most basic of governmental services. Our tolerance of the Libertines makes us something of an oddity in the galaxy; if they lose power, we will lose considerable face.</Description>
  118. <Model>Gfx/Government/Libertines.png</Model>
  119. <OpposingParty>Moralists</OpposingParty>
  120. <Bonus>3:1</Bonus>
  121. <Penalty>3:-1 11:-10 22:-5</Penalty>
  122. <ColorRed>255</ColorRed>
  123. <ColorGreen>28</ColorGreen>
  124. <ColorBlue>247</ColorBlue>
  125. </PoliticalParty>
  126. <PoliticalParty InternalName="Businessmen">
  127. <ID>19</ID>
  128. <DisplayName>Monopolists</DisplayName>
  129. <Description>The Monopolist's Cartel represents honest, hardworking business-, entertainment-, and tourism interests. With their extensive network of business associates throughout the galaxy, this party can often lubricate the wheels of government to ease trade restrictions, or else find less traditional routes by which to get our goods to market. Should their contacts be disinclined to assist in these matters, they may find themselves presented with options they cannot refuse. A word of caution: should this party lose power, their less reputable dealings will become public knowledge, and there will be scandals aplenty!</Description>
  130. <Model>Gfx/Government/legitamate.png</Model>
  131. <OpposingParty>Universalists</OpposingParty>
  132. <Bonus>19:2</Bonus>
  133. <Penalty>9:-20 10:-20 19:-2</Penalty>
  134. <ColorRed>168</ColorRed>
  135. <ColorGreen>59</ColorGreen>
  136. <ColorBlue>11</ColorBlue>
  137. </PoliticalParty>
  138. <PoliticalParty InternalName="Separatists">
  139. <ID>20</ID>
  140. <DisplayName>Separatists</DisplayName>
  141. <Description>The financial success of many of our citizens has been too long constrained by onerous government restrictions and regulations! Rather than overthrow the government by force, the Separatists sponsor colonial expeditions from worlds dominated by like-minded individuals. By increasing their representation in our government, they hope to someday legally secede, and form a new government free of our oppressive strictures.</Description>
  142. <Model>Gfx/Government/separatists.png</Model>
  143. <OpposingParty>Longshoremen</OpposingParty>
  144. <Bonus>22:15</Bonus>
  145. <Penalty>22:-20 27:-20</Penalty>
  146. <ColorRed>58</ColorRed>
  147. <ColorGreen>255</ColorGreen>
  148. <ColorBlue>43</ColorBlue>
  149. </PoliticalParty>
  150. <PoliticalParty InternalName="Rogues">
  151. <ID>21</ID>
  152. <DisplayName>Rogue's Alliance</DisplayName>
  153. <Description>The Rogue's Alliance was founded by small-time smugglers who stumbled into politics through gambling, marriage, intrigue, and ill-fortune. They maintain their less-reputable connections, but have nonetheless established themselves as respectable civic leaders. Despite their insistence that they prefer a "stand-up fight" to subterfuge, their resourcefulness and back-ally connections often prove a decisive advantage.</Description>
  154. <Model>Gfx/Government/rogues.png</Model>
  155. <OpposingParty>Mercantile</OpposingParty>
  156. <Bonus>10:10 23:75</Bonus>
  157. <Penalty>10:-15 23:-75</Penalty>
  158. <ColorRed>0</ColorRed>
  159. <ColorGreen>0</ColorGreen>
  160. <ColorBlue>0</ColorBlue>
  161. </PoliticalParty>
  162. <PoliticalParty InternalName="Longshoremen">
  163. <ID>22</ID>
  164. <DisplayName>Longshoremen's Union</DisplayName>
  165. <Description>The Longshoremen handle the transfer of goods from space freighters to starbases and planetside. Their powerful union exerts significant, but largely unseen control over the pace of trade in our society. Beware, if this party falls loses power, coffee breaks will become much longer and more frequent!</Description>
  166. <Model>Gfx/Government/longshoremen.png</Model>
  167. <OpposingParty>Mercantile</OpposingParty>
  168. <Bonus>10:25</Bonus>
  169. <Penalty>10:-30</Penalty>
  170. <ColorRed>204</ColorRed>
  171. <ColorGreen>117</ColorGreen>
  172. <ColorBlue>40</ColorBlue>
  173. </PoliticalParty>
  174. <PoliticalParty InternalName="Traditionalists">
  175. <ID>23</ID>
  176. <DisplayName>Traditionalists</DisplayName>
  177. <Description>Macaulay's lament, "The Romans were like brothers/  In the brave days of old," holds special meaning for the Traditionalists. They want nothing more than a return to the way we were, before every star was a diamond waiting to be plucked from the heavens, and each new world was that much better than the one we once called home. They command intense loyalty from the people, even from members of other parties (as long as it is politically convenient).</Description>
  178. <Model>Gfx/Government/psychohistorians.png</Model>
  179. <OpposingParty>Anarchists</OpposingParty>
  180. <Bonus>27:40</Bonus>
  181. <Penalty>27:-50</Penalty>
  182. <ColorRed>200</ColorRed>
  183. <ColorGreen>0</ColorGreen>
  184. <ColorBlue>255</ColorBlue>
  185. </PoliticalParty>
  186. <PoliticalParty InternalName="RadicalCentrists">
  187. <ID>24</ID>
  188. <DisplayName>Radical Centrists</DisplayName>
  189. <Description>The Radical Centrists believe in balance for its own sake. Their dogged determination to avoid any extreme positions makes them unpopular, and rule by this party is generally unsullied by any hint of originality or decisive action. A consequence of their passivity, however, is that private interests often take the initiative in improving defensive technologies, anticipating a slow governmental response to outside threats.</Description>
  190. <Model>Gfx/Government/radicalcentrists.png</Model>
  191. <OpposingParty>Nationalists</OpposingParty>
  192. <Bonus>1:5 2:25</Bonus>
  193. <Penalty>1:-5 2:-30</Penalty>
  194. <ColorRed>0</ColorRed>
  195. <ColorGreen>120</ColorGreen>
  196. <ColorBlue>120</ColorBlue>
  197. </PoliticalParty>
  198. </PoliticalParties>

5,262 views 5 replies
Reply #1 Top

There doesn't seem to be any typos above and AFAIC, the whole numbering pattern fits the intended structure.

I do have an extra fourteen parties in X-Worlds and they all work fine - the only difference i can see in your xml file is that the defaults aren't listed INTO it while my modded pp.xml kept everything as it was -- i  only added (pending) the supplemental ones to that 'default list'.

 

Unless, there is another conflict caused by other files i'd first try to make a brand new xml by copy/paste your additional sections to the end of a "clean" original. And see what happens.

Reply #2 Top

Quoting Zyxpsilon, reply 1
There doesn't seem to be any typos above and AFAIC, the whole numbering pattern fits the intended structure.

I do have an extra fourteen parties in X-Worlds and they all work fine - the only difference i can see in your xml file is that the defaults aren't listed INTO it while my modded pp.xml kept everything as it was -- i  only added (pending) the supplemental ones to that 'default list'.

 

Unless, there is another conflict caused by other files i'd first try to make a brand new xml by copy/paste your additional sections to the end of a "clean" original. And see what happens.
End of Zyxpsilon's quote

 

I ripped the original PoliticalParties.xml out of Data\English (from Dark Avatar, since Twilight doesn't have a special one) and plugged the additional entries (from my modded file) to the end of it. Still, exact same problem as before, and I still haven't been able to figure out why.

Reply #3 Top

Alright, I managed to solve it. I still don't have an idea WHY it works now and why it didn't work before.

 

I took the last file I made (the original one with my additional parties stuffed to the end) and simply renamed it to "PoliticalParties.xml", still stuck in the PoliticalParties mods folder. Now, automagicly, all parties seem to be working properly (instead of just half of them).

 

This makes absolutely no sense to me, but now it works. If anyone have any suggestions as to WHY this happened, please post. Still, problem solved. Even if I don't know what the problem was.

Reply #4 Top

Simple, the modded file is actually replacing the entire defaults (shown as they are in the game DATA sub-root) altogether since it has the very same name. I thought this was the "regular" way of appending extra items via a "true" mod structure.

The only difference being WHERE any of these files get loaded from...

 

MODx?x (or within a game directory itself) \ DATA \ ENGLISH \ ... (root)

---or---

MOD \ DATA \ pp folder \ ... (here instead).

 

One file would replace parties, the other would ADD its values to the initialized set.

Reply #5 Top

Quoting Zyxpsilon, reply 4
Simple, the modded file is actually replacing the entire defaults (shown as they are in the game DATA sub-root) altogether since it has the very same name. I thought this was the "regular" way of appending extra items via a "true" mod structure.

The only difference being WHERE any of these files get loaded from...

 

MODx?x (or within a game directory itself) \ DATA \ ENGLISH \ ... (root)

---or---

MOD \ DATA \ pp folder \ ... (here instead).

 

One file would replace parties, the other would ADD its values to the initialized set.
End of Zyxpsilon's quote
Yes, but WHY didn't it work BEFORE? I realize that the new file completely replaced the old PoliticalParties.xml, but I still can't figure out why it didn't work before, or why it's working now. By all accounts, it should've worked before. I shouldn't have to build on the original file and then replace it.

 

:)

 

Edit: Spelling.