View Full Version : For modders & mergers
jdog5000 Jun 05, 2007, 11:29 PM This thread is for questions and answers about the coding aspects of the mod and how to customize it or merge it with other mods.
General Modding Notes
This mod uses DrElmerGiggles custom event manager, many thanks to him for putting it together! It should be very easy to merge the Python portion with other mods that also use this convention.
This mod also uses Teg Navanis's enhancement of Stone-D's tool kit for saving mod data.
The Revolution effects for civics are now completely controlled by XML fields in CivicInfos.xml! This means this mod can now be merged with civics mods. See the XML FAQ and included CivicInfos.xml for a guide on how to set things up to work well. It also means that these XML changes are now required for the proper functioning of the mod.
SDK Parts
There are no gameplay changes in my SDK code, instead these changes enable new features that were not possible otherwise. Included in these new features are the ability to create new civs in the middle of the game. The Python parts of the mod make use of these new features.
Sources for the SDK code are included in the download as is an FAQ that contains (somewhat outdated but still useful) descriptions/answers to how to use the SDK sources for your own mod.
Compatibility With Other Mods
All components are designed to be as compatible with other mods as possible. It will work with any mod that simply adds new units/techs/civs/leaders, as it searches through the XML data for the best buildable units of a certain class or with a certain AI type and spawns new civs by searching for unused civs. However, it may not work properly if you have removed unit classes or removed some techs (like Horseback riding) or removed the minor or barbarian civs from the XML. For civics mods, you'll need to merge your changes with the Revolution fields in CivicInfos and associated Schema, see the include XML FAQ.
Multiplayer
Revolution does not work in multiplayer, but if you want to try to update it for multiplayer, please post. Not a trivial task.
lovelylittleboy Jun 10, 2007, 03:43 AM I have absolutely no experience at modmaking and I tried to merge revolution with Visa version3 by putting the two assets folder together into a new mod named Visa_Revolution along with all the specific rule changing folders for both mods. This is too simple obviously as after loading this mod, i tried to load a game. At this point the game simply freezes. How would I go about merging revolution with a mod such as Visa or Amra, or at least with the Ethnically Diverse Units mod? (there was an amravolution modpack at one point but it isnt compatible with the warlords v2.08 patch). thanks for the great mod
jdog5000 Jun 10, 2007, 09:57 PM The difficulty of merging two mods varies greatly based on exactly which ones you choose, but with Amra or the VISA mod for example, you would need to:
- Merge SDK changes to create a single DLL.
- Merge Python event handling code.
- Include both mods custom python files.
- Merge and include both mods XML files
- Include any new graphics
You might want to check out Grave's History in the Making modpack he just released, if nothing else he might be able to tell you about how merging went.
Spitefire Jun 11, 2007, 11:26 PM While i dont actully mod (i just fiddle with the XML files for changes i want to make) i seem to be haveing an issue with a change i made to the speed settings of one mode, i always keep some kind of backup so i can change it to normal if a fix is not possable, anyway on to the problem my custom speed setting makes it impossable to use units as a stablizing force i as a test dropped 93 units in one city and it had no effect at all the city just keeps getting more and more unstable so i was wondering if the garrison modifier is somehow tied to number of game turns? i set it up so that the number of game turns was 6050 set to increment 1turn=1year and reaserch costs were jacked way up while production of units and buildings was close to normal rate, if unfixable ill just have to make sure time victory is off and if i can find a way make sure that the year listing is hidden.
jdog5000 Jun 11, 2007, 11:45 PM While i dont actully mod (i just fiddle with the XML files for changes i want to make) i seem to be haveing an issue with a change i made to the speed settings of one mode, i always keep some kind of backup so i can change it to normal if a fix is not possable, anyway on to the problem my custom speed setting makes it impossable to use units as a stablizing force i as a test dropped 93 units in one city and it had no effect at all the city just keeps getting more and more unstable so i was wondering if the garrison modifier is somehow tied to number of game turns? i set it up so that the number of game turns was 6050 set to increment 1turn=1year and reaserch costs were jacked way up while production of units and buildings was close to normal rate, if unfixable ill just have to make sure time victory is off and if i can find a way make sure that the year listing is hidden.
The stabilizing effect of units is limited, though 93 defenders gets you a -19 effect in a city with no walls or castle. However, if the city is unhappy that will only slow the demise of the city down as the unhappiness effect is stronger.
One thing to check, in the popup that tells you which components are running when you start or load a game, it also has a line saying how many turns it believes are in the game. Check if that number is correct, if not than you could see strange behavior.
Spitefire Jun 11, 2007, 11:56 PM the number of turns it was reading matched what i set it to also to note that the city i was useing as my test subject was just built and grew steadly worse over time even with that garrison force i was not getting above -1 and from what i can tell that was not comeing from the unit garrison.
4000BC kind of new city
blunt3d Jun 12, 2007, 07:52 AM Has anyone had sucess merging it with the edu mod? If so could you tell me what you did.
blunt3d Jun 12, 2007, 12:32 PM Oh never mind i finally merged both of them.
jdog5000 Jun 12, 2007, 04:11 PM the number of turns it was reading matched what i set it to also to note that the city i was useing as my test subject was just built and grew steadly worse over time even with that garrison force i was not getting above -1 and from what i can tell that was not comeing from the unit garrison.
4000BC kind of new city
If you wouldn't mind linking the changed XML files, I'd like to have a look. There were issues with different game speeds causing ridiculous explosion of Revolutions before, but I've fixed those (or thought I had ...). Thanks.
Spitefire Jun 13, 2007, 04:20 AM at the moment i have disabled the speed changes opting for just super pricey resaerch as that allows me to do what i intended (a long game that will hold on each era long enough for world conquest if you really want it at a particular point) i just have to ignore the AD BC clock.
The only changes i made was useing the xml speed file to remove inflation and adjusting one of the speed catigorys (dont seem to matter witch one thay all end up messing up the mod) so that all are at zero except the 1 turn per year set to 6050.
<iYearIncrement>15</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>8</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>5</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>2</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>6050</iTurnsPerIncrement>
i left the other turn increment tables in because it has not hurt anything in past modifications, that line up is based on the marathon speed line up however i dont have the file i tinkered with that seems to be the only change i made that seem to have a negative impact on the garrison stability count.
from what i can tell when i dont fubar the mod with this speed change a despotism can hold stable a size 4 city useing only troops assumeing no other negative modifiers like religion or natonality or the many other items.
i also noticed with the speed change all net effect civics have a net gain of 0 except despotism that has a net of 1 im certain that isnt normal.
last moment correction the garrison stability aswell as the gov stability modifiyers are both effected by the speed change.
Mebey my number of turns streached the gov/units stability to thin and it defaulted on one or more instability modifiyers while not showing it. (just a wild stab in the dark)
BobTheTerrible Jun 13, 2007, 07:52 PM Question: Is there a minimum time that it takes to form civs from barbarians? And is there some easy way to mod this? I can't find it anywhere (figured it would be in the .ini file). I set barbarian cities to appear earlier, but it still seemed to take a bit for civs to pop out.
Which brings me to my second question, not directly related to this mod but I'm hoping for some help. I set barbarian cities to start appearing in one turn from the beginning with a 100% probability (which I'm assuming is supposed to mean that there is a 100% chance for one barbarian city to form on a fogged tile on the map each turn). The file I edited was the Civ4handicapinfo.xml file. But when I tested this a few times, no barbarian cities appeared early in the game... is there some hard limit that says barbarian cities can't appear within x # of turns from the start? (btw I know the xml file was working, since the extra scout I added to everyone appeared). Am I modding the wrong file or something?
jdog5000 Jun 14, 2007, 12:19 AM Question: Is there a minimum time that it takes to form civs from barbarians? And is there some easy way to mod this? I can't find it anywhere (figured it would be in the .ini file). I set barbarian cities to appear earlier, but it still seemed to take a bit for civs to pop out.
There is no hard constraint, the odds of settling down depend on the population of close proximity barb cities, or any culture in barb cities. They won't settle until they're somewhat established. To increase the chances of settling so they settle earlier, increase:
; Change odds of barb settling down
Modifier = 1.00
It linearly scales the odds.
Which brings me to my second question, not directly related to this mod but I'm hoping for some help. I set barbarian cities to start appearing in one turn from the beginning with a 100% probability (which I'm assuming is supposed to mean that there is a 100% chance for one barbarian city to form on a fogged tile on the map each turn). The file I edited was the Civ4handicapinfo.xml file. But when I tested this a few times, no barbarian cities appeared early in the game... is there some hard limit that says barbarian cities can't appear within x # of turns from the start? (btw I know the xml file was working, since the extra scout I added to everyone appeared). Am I modding the wrong file or something?
There is a constraint that no barb cities can appear before players have a second city. Don't remember exactly how it works, but I did come across it at some point and note it. Maybe in the SDK, but I don't remember where.
jdog5000 Jun 14, 2007, 12:21 AM at the moment i have disabled the speed changes opting ...
Thanks, I'll check it out ...
BobTheTerrible Jun 14, 2007, 09:55 AM There is no hard constraint, the odds of settling down depend on the population of close proximity barb cities, or any culture in barb cities. They won't settle until they're somewhat established. To increase the chances of settling so they settle earlier, increase:
; Change odds of barb settling down
Modifier = 1.00
It linearly scales the odds.
Yeah, that's one of the things I was changing... when you say linearly scales the odds, does that mean 2 would be twice the probability, and 4 would be 4X?
There is a constraint that no barb cities can appear before players have a second city. Don't remember exactly how it works, but I did come across it at some point and note it. Maybe in the SDK, but I don't remember where.
Ok, that makes a lot of sense, thanks for the info.
jdog5000 Jun 14, 2007, 12:11 PM Yeah, that's one of the things I was changing... when you say linearly scales the odds, does that mean 2 would be twice the probability, and 4 would be 4X?
Correct. If you turn on logging you can see exactly what the odds are for different setups by opening PythonDbg.log. The lines you're looking for a spat out every turn the odds are > 0:
PY: BC - Barb odds: 4 pop, 0 cul 0
The odds from population are 4 in 1000 in this case, so this is probably a single city with a single population point. Culture odds are used much less frequently.
jdog5000 Jun 15, 2007, 01:04 PM at the moment i have disabled the speed changes opting for just super pricey resaerch as that allows me to do what i intended (a long game that will hold on each era long enough for world conquest if you really want it at a particular point) i just have to ignore the AD BC clock.
The only changes i made was useing the xml speed file to remove inflation and adjusting one of the speed catigorys (dont seem to matter witch one thay all end up messing up the mod) so that all are at zero except the 1 turn per year set to 6050.
<iYearIncrement>15</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>10</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>8</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>5</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>2</iYearIncrement>
<iTurnsPerIncrement>0</iTurnsPerIncrement>
<iYearIncrement>1</iYearIncrement>
<iTurnsPerIncrement>6050</iTurnsPerIncrement>
i left the other turn increment tables in because it has not hurt anything in past modifications, that line up is based on the marathon speed line up however i dont have the file i tinkered with that seems to be the only change i made that seem to have a negative impact on the garrison stability count.
from what i can tell when i dont fubar the mod with this speed change a despotism can hold stable a size 4 city useing only troops assumeing no other negative modifiers like religion or natonality or the many other items.
i also noticed with the speed change all net effect civics have a net gain of 0 except despotism that has a net of 1 im certain that isnt normal.
last moment correction the garrison stability aswell as the gov stability modifiyers are both effected by the speed change.
Mebey my number of turns streached the gov/units stability to thin and it defaulted on one or more instability modifiyers while not showing it. (just a wild stab in the dark)
Basically, the game speed tuning logic isn't set up to handle 6050 turns. All per turn revolution effects in this case are basically divided by 10, and since it's rare to get to -20 per turn, the revolution reducing effects are essentially capped at -1 per turn if everything is going well. However, one time benefits or penalties like losing a city or rejecting rebel overtures are not currently scaled, so it'll take impossibly long to overcome the 300 rev index penalty for rejecting rebel demands, and they'll rebel again. So, once the rebellion cycle starts it won't stop.
The mod just isn't set up to run with that many turns. I may be able to improve this for the next version, we'll see. Perhaps scaling by construction percent instead of number of turns would make more sense, or capping the possible changes at double/half would make sense.
lovelylittleboy Jun 18, 2007, 02:55 PM you posted a link to amravolution, however this mod won't work as it isnt compatible with warlords v2.08. Is there a simple way to make them compatible?
TORARADICAL Jun 23, 2007, 11:13 AM Any chance you'd be willing to make the amravolution for 2.08, since Amra has taken a vacation from here at least until BTS?
I've tried myself several times now, but with no success.
jdog5000 Jun 23, 2007, 12:37 PM It definitely requires merging DLL code and recompiling, so no there is no simple way. I do not have any time to pursue creating a new version, but one thing you might want to check out is Grave's History in the making mod (http://forums.civfanatics.com/showthread.php?t=226568). If you don't like all the features, it should be simpler to turn them off than recompile for Amra.
TORARADICAL Jun 23, 2007, 01:41 PM It definitely requires merging DLL code and recompiling, so no there is no simple way. I do not have any time to pursue creating a new version, but one thing you might want to check out is Grave's History in the making mod (http://forums.civfanatics.com/showthread.php?t=226568). If you don't like all the features, it should be simpler to turn them off than recompile for Amra.
K, thanks. I'll look into giving that a try.
BobTheTerrible Jun 25, 2007, 05:43 AM Another quick question: In revolution ini file, there's a true/false option that says "allow barbarians to form minor civs" which is set off by default... what exactly is a "minor civ"?
jdog5000 Jun 25, 2007, 10:47 AM If you remember the vanilla 1000 AD scenario, everyone was always at war with the Byzantines and Vikings and no one could talk to them. These were minor civs. Basically, they're barbarians in many respects, but they'll build settlers and culture buildings. I wouldn't really recommend turning it on, full blown civs are far more interesting.
Tarquelne Aug 29, 2007, 03:33 PM With jdog5000's help I was able to merge Civ4lerts (http://forums.civfanatics.com/downloads.php?do=file&id=2291) with Revolutions version .8w or so.
IIRC it turned out to be pretty simple.
I think I just appended the Civ4lerts ini file to Revolutions', dropped the unique python and XML files into the proper directories, and added 2 lines to Revolutions' cvcustomeventmanager:
"import Civ4lert" after the various Revolution imports
and
"Civ4lerts.Civ4lerts(self)"
after "Tester.Tester( self, config )"
However, that doesn't seem to work with the BTS version of Revolutions.
I'm guessing it has something to do with all the changes to Revolutions since 0.8. :) The familiar landmarks are missing.
Any help welcome.
jdog5000 Aug 29, 2007, 07:13 PM To get Civ4lerts to initialize, you should still be able to edit two places in CvCustomEventManager, adding the import line towards the top and then
"Civ4lerts.Civ4lerts(self)"
right after "RevolutionInit.RevolutionInit( self, revConfigFile )"
That should get the Civ4lerts python code running. The, copying over the xml and .ini files from Civ4lerts should get things up and running. You shouldn't need to copy over the contents of the .ini file, although if you did and changed the line in Civ4lerts.py that references "Civ4lerts.ini" that would work also.
Just make sure the only python file you take from Civ4lerts is Civ4lerts.py. Edit CvCustomEventManager as above and leave the others as they are in Revolutions. Let me know if there are any further issues.
Tarquelne Aug 30, 2007, 01:09 AM Seems to work!
Wow. Fast response, easy solution. Best mod ever! :) Thanks.
Tarquelne Oct 15, 2007, 06:35 PM I've been trying to merge Gods of Old with Revolution. (3.13 BTS and 1.16 Rev.)
Happily, none of the files overlap. However, it looks like the GoO python functions aren't running and I haven't a clue why.
I've appended Rev's ini file to the GoO ini file and renamed it Revolution.ini. Revolution seems to be working normally.
I'm guessing the problem is getting the event managers to work together. The Custom manger has an "import" line for the CvEventManager... and beyond checking for that I'm afraid I'm clueless.
Any help will be greatly appreciated.
jdog5000 Oct 16, 2007, 09:50 AM It is almost certainly an issue with GoO's Python event manager not being properly invoked. The Revolution mod uses (IMO) a better system where it inherits from the default event manager, while GoO needs to replace the default so it most be located in \Mod Folder\Assets\Python\
If that's not the problem, if you upload the combination and send me a link by PM I can take a quick look ...
Certainly will be cool to have merged versions of some of the BTS mods with Revolution! Don't know if it's legal to post them or not ... seems like it should be as you couldn't play without having bought BTS, though the same is not true for the Warlords scenarios.
Cybah Oct 22, 2007, 06:16 PM I'd love to see revolution mod merged with XXL world mod. Any chance you could do this?
jdog5000 Oct 23, 2007, 11:09 AM I'd love to see revolution mod merged with XXL world mod. Any chance you could do this?
I don't have any extra time, but would be happy to provide some support by PM for anyone who decided to try ...
riesscar Nov 05, 2007, 08:58 AM I have just recently combined Revolution with another mod of mine, but for some reason it keeps giving me this error before the game can even start up: "Loading XML file xml\GameInfo/CIV4PlayerOptionInfos.xml; Load XML file xml\GameInfo/CIV4PlayerOptionInfos.xml FAILED" at which point the game stops responding. Any ideas?
jdog5000 Nov 07, 2007, 07:00 AM I have just recently combined Revolution with another mod of mine, but for some reason it keeps giving me this error before the game can even start up: "Loading XML file xml\GameInfo/CIV4PlayerOptionInfos.xml; Load XML file xml\GameInfo/CIV4PlayerOptionInfos.xml FAILED" at which point the game stops responding. Any ideas?
Check you PM
PenguinInTux Dec 09, 2007, 03:00 PM Could this possibly be merged with Varietas Delectat? I have absolutely no merging knowledge, so some instructions on how to merge it'd be handy, too.
Thanks!
jdog5000 Dec 10, 2007, 04:15 PM Could this possibly be merged with Varietas Delectat? I have absolutely no merging knowledge, so some instructions on how to merge it'd be handy, too.
It should absolutely be mergeable, and shouldn't be too hard (relatively speaking :p ). I don't know exactly how the units are specified in that mod, but I'm quite sure the only file that might need merging is Revolution\Assets\XML\Units\CIV4UnitSchema.xml and even that may not need to be merged. If copies exist in both mods, you'll have to open them up using a good text editor (I'd recommend Notepad++ which is free) and see what's different. A program like WinMerge (also free) can help you spot differences.
If there are any other file collisions, post and I'll give you some pointers. Aside from that, you just copy the files from VD into the same locations (ie, Assets\Art\whatever) inside your Revolution folder and it should work. Post if you have any trouble.
doronron Dec 11, 2007, 10:16 AM I am in the process of merging the following:
Revolution 1.25
Dale's Ranged Bombard
Dale's AirBomb code from Road to War
Influence Driven War
Gedomon's Air Forces SDK
MAD Nukes 0.7b
Manhattan Project
JUnitSpace
Route Pillage
Veriatas Delectat 3.1 (using Modern Warfare 1.20/WW2:1939 art assets and choices on mechanized units -- I will ask permission for these)
Civ Specific Great People + Unit Civilopedia fix
Actual Quotes
Bad Ronald's Flags (with a few changes and additions for the BtS civs)
More Historical Civilopedia
Antiaircraft Gun module (to replace SAM Infantry)
Modern Workshop
Modern Granary
A few cosmetic changes of my own
I have a no-error compile of the DLL, a merge of the appropriate Python (which I hope I've done right), and I am working on merging the XML. The thing that's taking time at the moment is the graphics linking I need to do on VD -- the fighters and bombers are done, but I need to update jet fighters, stealth bombers, tanks, modern armor, helicopters, and mechanized infantry. Following that, the next hurdle is creating flags that follow Bad Ronald's artstyle for the ten new BtS civs.
jdog5000 Dec 12, 2007, 06:05 AM Glad to hear it's going well and look forward to seeing the final result!
PenguinInTux Dec 15, 2007, 06:12 AM Hmmmm...so do i move in both config settings? The revolution config settings and varietas in same folder? They both have the same thing, only the revolution one has more.
jdog5000 Dec 17, 2007, 07:49 AM Hmmmm...so do i move in both config settings? The revolution config settings and varietas in same folder? They both have the same thing, only the revolution one has more.
The first ~10 settings are set up automatically by Civ for and not specific to Revolution, so if there are any changed settings from the other mod use those. For Revolution.ini, only the settings after [RevConfig] are specific to the mod and important to keep.
rebel5555 Dec 30, 2007, 10:12 PM I know this is the wrong forum and I'm sorry but I did a search and this is the only relevant thing I've found so here's my problem. I just recently combined the mods "History In The Making" & "Enhanced Size Cities 0.94". I compiled the CvGameCoreDLL without any problems and when I went to load the Combined mod for the first time I get the following error:
[6028.265] Loading XML file xml\GameInfo/CIV4PlayerOptionInfos.xml
[6030.031] Load XML file xml\GameInfo/CIV4PlayerOptionInfos.xml FAILED
[6030.984] Loading XML file xml\GameInfo/CIV4GraphicOptionInfos.xml
[6031.734] Load XML file xml\GameInfo/CIV4GraphicOptionInfos.xml FAILED
I'm completely stumped as I haven't edited either of these files. Could someone help me please?
jdog5000 Dec 31, 2007, 10:51 AM This is definitely not the right place for this ... however, the problem is that the XML structures in those two files didn't fit the expectations of the DLL. When a mod adds a new field to an XML file (ie, <NewTag>) the DLL also needs to be updated to read in the new fields. Either you're not using the right DLL for the XML files or, if both mods include a DLL, you will need to merge and recompile the DLL from the source code.
Echo of Celts Jan 25, 2008, 06:52 PM So I merged this mod with JKP1187's Next War mod... simply by putting all the files into one mod folder. Only one file conflicted... the loading screen so I choose one and ignored the other.
The game loaded and I can tell both Mods are functioning, how do I tell if they are functioning properly though?
I know both do extensive event handling but since no files needed to be merged, I can't think of a reason why they would not work properly.
jdog5000 Jan 26, 2008, 07:37 PM Well, if the merge worked then pressing Ctrl-Shift-X or W should open the popups like before. If those events are registering, then the others should too ... past that, you can simulate for a while and see if the right kinds of things happen. Finally, you can open the python debug output (shows up in My Games/BTS/Logs or something like that), PythonDbg.log if you've enabled it in your CivilizationIV.ini file.
Kalimakhus Mar 19, 2008, 02:10 PM I am not sure if this was asked and answered before so redirection to where I should look will be as good as a full answer.
Adding custom modular civs is quite easy. I have just added a number of Civ Gold civs to Revolution 1.4. I guess the BarbarianCiv should work normally with such civs i.e. they can be spawned out of a barbarian city. The rebellion spawning however is different as the emerging civ choice is based on the parent civ. My question is, where in Python or in config files is it set that this or that civ would spawn out of this or that parent?
Fierabras Mar 19, 2008, 02:37 PM Mods/Revolution/Assets/Python/Revolution/RebelTypes.py is what you are looking for, I guess.
jdog5000 Mar 19, 2008, 04:10 PM Fierabras is correct. There is a two pass method for rebells, first looking for any available types from RebelTypes, then looking if there are any available civs with the same artstyle type (Asian, etc). You'll get better results if you add them to RebelTypes, but it's not necessary for the mod to function.
Gladdig_Kaga Apr 19, 2008, 12:22 PM I want to add more religions but i don't know how to do and even less how to make it work with revulotion. :confused:
Please help me? If you help me i'll :worship: you every morning. :)
jdog5000 Apr 19, 2008, 03:09 PM The good news is that there is nothing in particular needed to get a religion working inside of Revolution, so once you have it working in the game it will work fine with Revolution. I would warn you however that if you're adding religions you'll probably want to play on a big map so there can be extra players ... having lots of extra religions will tend to destabilize empires.
As for how to add religions in general, it'd be mostly a series of XML edits plus some graphics to differentiate them from the others in the game. You should be able to find a mod comp that adds religions and simply merge it in to Revolution ... I doubt there will be any file conflicts.
Gladdig_Kaga Apr 19, 2008, 04:09 PM I tried to find tutorials how to make add religions but i only found how to change them. :sad:
Gladdig_Kaga Apr 22, 2008, 11:40 AM What program do i need to change the CvGameCoreDLL.dll? It doesnt work with notepad :p
Cybah Apr 22, 2008, 12:10 PM LOL. :D You can't change those DLLs. You have to "remake" a dll with other programs using the code files.
Gladdig_Kaga Apr 22, 2008, 02:26 PM LOL. :D You can't change those DLLs. You have to "remake" a dll with other programs using the code files.
What program do i need to remake them?
Amra Apr 22, 2008, 03:35 PM What program do i need to remake them?
This may help:
http://forums.civfanatics.com/showthread.php?t=196283
Gladdig_Kaga Apr 23, 2008, 03:22 AM Ok thank you, I guessed that it whas c++ and I tried to download it but i only found trojans everywhere i went.
Gladdig_Kaga Apr 24, 2008, 04:02 AM The reason i wanted to change it whas couse i wanted to merge revolution and M.A.D nukes for BTS but i cant even find where to download mad nukes!:cry::cry::cry:
If someone have it please tell me where to download!
jdog5000 Apr 25, 2008, 04:23 PM The thread Amra posted has the download links for VS 2005 Express, though the directions in the first post there are dated they still work fine. See the update about using VS 2008 Express in this post (http://forums.civfanatics.com/showthread.php?p=6731340&postcount=89) for a bit more info. I also recommend using smacfan's makefile from this post (http://forums.civfanatics.com/showthread.php?p=6334702&postcount=75).
I use VS 2005 Express, followed those instructions, and it works great. Other people also get good success from CodeBlocks, which might be a bit easier if Makefiles and the like are new to you ... search the forum for it and you'll find a guide to help you out.
Soduka Apr 26, 2008, 04:35 AM Would it be possible to get a break down of what lowering or raising the values of each of these lines of XML in Civ4CivicInfos.xml?
<!-- Revolution Mod Start -->
<iRevIdxLocal>-3</iRevIdxLocal>
<iRevIdxNational>-3</iRevIdxNational>
<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
<iRevIdxSwitchTo>-50</iRevIdxSwitchTo>
<fRevIdxNationalityMod>-.3</fRevIdxNationalityMod>
<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
<fRevIdxDistanceMod>-.25</fRevIdxDistanceMod>
<fRevViolentMod>0</fRevViolentMod>
<iRevReligiousFreedom>0</iRevReligiousFreedom>
<iRevLaborFreedom>0</iRevLaborFreedom>
<iRevEnvironmentalProtection>0</iRevEnvironmentalProtection>
<iRevDemocracyLevel>10</iRevDemocracyLevel>
<bIsCommunism>0</bIsCommunism>
<bIsFreeSpeech>0</bIsFreeSpeech>
<bCanDoElection>1</bCanDoElection>
<!-- Revolution Mod End -->
jdog5000 Apr 26, 2008, 07:10 PM Why yes, check out the XML_FAQ that's in the mods docs folder :)
In other news, I'll be posting a Python API for the new functions exposed in the Revolution DLL sometime soon ...
Ajidica Jun 20, 2008, 05:07 PM In the XML FAQ in the mod, it says that if techs are removed or civics re-named, this will cause problems. What sort of problems would this be. If I were to make a new tech tree for a mod with almost entirely new units and building and re-named civic and few new traits, what would I have to do to make it work?
Also, how do I have only certain civs break of from others?
eg: The English can only emerge from certain civs. Is this even possible without lots of knowledge of python?
jdog5000 Jun 20, 2008, 05:59 PM All the specific XML variables required by the mod are specified in RevDefs.py so if you for example remove "TECH_SAILING" or "TECH_NATIONALISM" from the game you would want to change the variables in RevDefs to some new tech which serves a similar purpose in your scenario.
As for controlling rebel civ types, the mod uses a tiered system. The most preferable options are specified in RebelTypes.py, if none of those are available then a civ with a similar art style is used, and if none of those are available then a random available civ type is used.
I'll update some of the docs so they include this info for future reference.
I'm looking forward to seeing what you produce ... would this be for you Byzantium scenario?
jorissimo Jul 05, 2008, 06:58 AM I want to merge revolution with the modcomps ranged bombardment and archer bombardment. How should I do this?
jorissimo Jul 06, 2008, 02:15 AM Oops, I found out there is already a mod with revolution and DCM combined.
Thomas SG Jul 09, 2008, 03:54 AM I started merging my mod with your revolution mod and ran into problems right at the first file. I've got your version 1.61. Although I thought that our both versions include solver 0.17 there is difference in the code that isn't marked as new code from you and it's definetly no code from me. Can you help me jdog5000?
MatzeHH Jul 09, 2008, 06:37 AM I started merging my mod with your revolution mod and ran into problems right at the first file. I've got your version 1.61. Although I thought that our both versions include solver 0.17 there is difference in the code that isn't marked as new code from you and it's definetly no code from me. Can you help me jdog5000?
The code on the right is the same in BTS 3.17, Solver 0.19 (I think 0.17 too) and Revolution 1.61.
You must have changed your code on the left.
Matze
Thomas SG Jul 09, 2008, 08:10 AM Thanks MatzeHH. :goodjob:
Your absolutly right. I must have imported the code without notice from the 3.13 version. :crazyeye:
|
|