quinnsommer
Nov 30, 2006, 09:16 PM
I whant to know how to make my own mods.
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View Full Version : how do I make my own mods? quinnsommer Nov 30, 2006, 09:16 PM I whant to know how to make my own mods. jdog5000 Nov 30, 2006, 10:39 PM Mod making tutorials (http://forums.civfanatics.com/forumdisplay.php?f=177) If you have more specific questions, you'll probably get more of a response. quinnsommer Dec 17, 2006, 02:56 PM I meen like their are custimization things arnt there like build your own unit add stats you know?:D Head Serf Dec 17, 2006, 03:25 PM Nope, it comes with nothing besides the ability to make your own maps. Not for people who dislike computer language and stuff. Chazcon Dec 18, 2006, 01:00 AM I suggest you work on your spelling before you begin to mod. d00dsp3ak has no place here. quinnsommer Dec 20, 2006, 12:12 PM :mad: Fine and so I ask my question again please no more smart talk.So just answer my question pleassssse?Thank you thomas.berubeg Dec 20, 2006, 03:10 PM Ignore Chazcon... he seems to enjoy insulting everyone and trying to appear superior Head Serf Dec 20, 2006, 06:14 PM Firstly, I already answered your question, you just didn't like the answer. Secondly, chazcon is superior. :lol: Aussie_Lurker Dec 21, 2006, 07:43 AM Well, how you do it all depends on how radical a change you want to make. The easiest thing to do is to look up the various XML files in your Assets folder, look at the available tags and see if they give you the ability to make the modifications you want. Failing that, you can look into Python and see if you can build some kind of 'event' system to give you what you want. This is good for scenarios where you want event A to occur if action B is taken. If neither of these works for you, then you have to dig into the CvGameCoreDLL files. This is your hardcore C++ code, but it does allow you maximum flexibility. You can add new tags to the existing XML files, which is what I mainly use it for-thus making the XML's more flexible. Hope this helps. Aussie_Lurker. |
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