TWC is out of order pretty much right now, I have to move PFM development coordination here.
It looks to me PFM works for Rome II now, so I'm taking it out of beta.
Download PFM 3.0.3
New in version 3.0.3:
- Added option to have csv import replace current data instead of appending
- Added automatic update for first PFM start (there seem to be many people not knowing about the update feature)
- Added Renumber column values feature back in
- Added copy/paste to integrated text editor
- Fixed referenced version for the Zip library (for autoupdate issues)
I have re-enabled the Automatic Update. Since I'm updating schema files quite often right now, you should check back from time to time (DB Descriptions->Search for Update).
New in version 3.0.2:
- R2 Icon added
- Empty db tables displayed in blue font in tree
- Fixed Clone Row
- Fixed the Autoupdater to not abort when trying to overwrite itself (is anyone even using the Autoupdate?)
Please report bugs here for the time being.
If you updated your schema file to be able to read new tables, please send it to me via PM.
Note that questions about "how do I mod table X" are not topical here.
If you post them you're actively slowing down modding by preventing me from seeing relevant PFM issues :mad:
Comments
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0 · Disagree AgreeI'll send it to you asap, it's based no data from the db's we got on day 1
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0 · Disagree AgreePlease do. You are using the DecodeTool, right?
I'm not sure if you're aware of this thread which will help you name the columns if you want to put in that effort.
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0 · Disagree AgreeI'm doing my best to understand the DecodeTool
I'm using the db files you specified in that thread to name the columns in the schemafile.
Is there a place we can talk?
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0 · Disagree Agree- Report
0 · Disagree AgreeYou did what I started working on
Lol oh well, time to learn the LUA for my mod
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0 · Disagree Agree- Report
0 · Disagree Agreehere my schema that I update continuously, but so far with minor and not important tables
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0 · Disagree Agree- Report
0 · Disagree Agreelet me see your schema_R2TW
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0 · Disagree AgreeMagnar Plays Magnar Mod http://www.youtube.com/playlist?list=PLmtG8Z54VtqiWfTMAnmr7s7EZQXeu3yaC
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0 · Disagree AgreeIt's the one that came with the download.
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0 · Disagree Agreereplace with this https://github.com/PietroMicca/r2tw
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0 · Disagree AgreeThat works better. It's a little fuzzy who works together on what. Are you officially working together with daniu and updating the schema then? There's "a lot of chef's preparing the food" :-D
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0 · Disagree AgreeI uploaded beta7 now. This contains the schema file with autoconverted entries from the old (S2) tables for which only the string encoding needed to be changed, plus some manual updates.
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0 · Disagree Agreestay tuned
now there's a completely new daniu's version
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0 · Disagree Agree- Report
0 · Disagree AgreeHere's the schema for political_parties (one of the files needed for enabling factions), and land_units_to_units_abilities_junctions (for disabling some of these silly special abilities). I'm tackling naval_unit, but so far I can't find any of the integers from the DB xml...
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0 · Disagree AgreeSame here.
Really itching to get at the building_effects tables! ^_^
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0 · Disagree AgreeOk, if I can ask you. :-) As an example, I am looking to get campaign_difficulty_handicap_effects to work. It is in the Schema-file but it does not produce any results so it should be easier perhaps?
I compare with the 1-Day XMLs and it seems that this table should contain 5 fields and not 4, this is how it is now in the Schema:
Looking at the 1-Day it seems 'Effect Scope' is missing, so I try to add <field name='Effect Scope' type='string_ascii' /> before 'Effect Value' but that did nothing. As I said, I am really fumbling in the dark. If I can see an before->after working example I am usually going to get it.
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0 · Disagree Agree- Report
0 · Disagree Agreenew daniu's version unlock a great number of tables. I have checked till battle_sequences_tables. I'm also replacing some unknowns.
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0 · Disagree Agree- Report
0 · Disagree AgreeWhen I save this in the file, restart PFM, it still won't read anything from the table even though the DecodeTool says it should. I wondered about the table version, since the tutorial said that "fd fe fc ff" without "fc fd fe ff" = version 1, but that did not work. I feel I'm soooooooooo close to understand how this works, but then again I might be just to the far right of the reservation for all I know
EDIT1 - Looking at the 1-day XML and their formatting something like this would be closer to what I'd expect though:
But I am unsure if I've used the blob0 correctly. It seems there's an unused byte between the int and the string, because the Human boolean actually comes last in the raw-format files.
EDIT2 - I think I know now why it is difficult. It has an optional campaign string somewhere down the line like in Shogun II. I tried to replicate this from that Schema but I was unsuccessful.
As far as I know this should work based on what was also in Shogun II, but it does not:
I am at a loss
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0 · Disagree AgreeI dont know if you can or will check AI in attack mode vs walled citys and citys,
Difficulty : Legendary / Legendary and Very Hard / Legendary
the problem is,
1 ) AI only attacks one gate
OR
2 ) AI only breaks one wall section
and then rushes 100% of all troops to one hole or one gate.
Problem 1 : IF player shoots AI unit that is burning the gate, AI goes to passive mode 100%
Problem 2 : AI should not storm one gate with 100% of its troops as it has also siege ladders that it should use (also AI has siege engines => AI should make more then one hole to the wall and WAIT with land units to storm multiple broken wall sections at the same time).
Problem 3 : AI only uses one unit at a time to harass the player even if it had 10 skirmishers, it uses only 1. ( AI defending a city with no walls problem ) (always only uses 1 unit to harass player if it has a lot of troops, AI should commit more then that as one unit dies to player and achieves nothing) === AI should be more decisive and if player has too many ranged units, AI should attack out from the actual nonwalled city. AI should also keep 2-3 melee units with his general in the Victory point as ninja grabs is a achilles heel for the AI.
Problem 4 : AI defending in a unwalled city problem, AI is passive, AI will not attack out of the city if player has 20 archer units player can kill AI with 0 losses, AI only stands in place and waits to get killed.
Problem 5 : AI does not defend Victory point when defending a city or walled city with less then full stack, player can grab it and then just wait for a win. ( player keeps harassing the stack of AI troops and then he can ninja grab the victory point as AI is in dead AI passive mode in the place it is camping ).
Problem 6 : When player start taking the victory point from the AI, AI gives full attack orders to all units to storm the closest of player troops, IT DOES NOT TRY TO TAKE THE VICTORY POINT BACK = huge problem.
Problem 7 : When player breeches a AI gate in walled city, AI has no melee troops behind the gate, ALL AI TROOPS ARE IN VICTORY POINT. Why ? , if AI lets player in the walled city without defending the gates in ground level, why do we have walled citys in the 1st place ? example walled citys are the walled citys that have wall around them 100%.
These are verified with multiple player playing the game with video material on the side.
I REALLY hope this helps the devs, thank you.
and please if you need more information drop me a mail or we can even skype and i can give 100% facts how the AI is not responding and where the problems are.
I have reinstalled the game and patched it with the Fridays patch , the problem is not hardware the problem is not software, the problem is the AI. PLUS all my friends report the same problem in their end.
http://www.youtube.com/watch?v=WeISAr7m70k
http://www.youtube.com/watch?v=JwC98pZsGqQ
http://www.youtube.com/watch?v=g0ZdBZ2Q8H0
i will also post this again in the support forum section.
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0 · Disagree AgreeZowie, I checked the table, the correct code should be: Choosing between bool's and optstring's can be tricky, they will both take up a single byte if the optstring is empty for the entry you are looking at. To figure out which I generally try optstring first, if there are no entries in the column once I get the table viewable, I'll try a boolean, (or an int/float if there are 4 in a row)
The last line 'Optional_Campaign_Key' is empty except for a few references to the prologue campaign.
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0 · Disagree AgreeChances are I'll be able to determine many of the column names automatically from the db xmls provided by CA once the structure has been decoded.
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0 · Disagree AgreeZowwie,
I got your code working. The problem's in your code was that the guid was incorrect. Instead of "d7253ae9-568c-4121-b1e4-53bab296f4cb", it should have been "32a531f7-dee5-452d-a44c-af0f7a14de9f"
The correct guid may be found using any code editor, something as simple and free as notepad++, or Visio and looking for this line at the top of the xml file. <edit_uuid>32a531f7-dee5-452d-a44c-af0f7a14de9f</edit_uuid>
You also forgot to put in the " pk='true' " after the lines denoted as being classified as string_ascii. You were also on the right trail in your second edit with that line, but maybe your fogot to convert it from string to string_ascii?
Here is the working schema for this particular table your were working on.
Edit: Darn itJinarik, beat me to it while I was writing things out xD
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0 · Disagree AgreeIt was actually very useful to just keep on going, I think I know the magic trick now as well.
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0 · Disagree AgreeNo, I am also decoding. variants_tables and victory_conditions_tables are decoded now and I have checked several empty old tables.
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0 · Disagree Agree