View Full Version : Beyond the Sword Editor
Kael Jul 18, 2007, 03:02 PM For those with Excel you are more than welcome to use the editor I use for Fall from Heaven. At this point it is all clean (it doesn't have any FfH attributes in it) and converted to BtS so it should be ideal for anyone working on a large scale BtS project.
This is currently a blank spreadsheet just waiting for data to be entered. Its fairly easy to use. Just enter the data int he fields and press the export in the upper left hand corner and it creates the xml file for you.
It can currently create the following files:
[TAB]GlobalDefines.xml
[TAB]CIV4BonusInfos.xml
[TAB]CIV4BuildingInfos.xml
[TAB]CIV4CivicInfos.xml
[TAB]CIV4CivilizationInfos.xml
[TAB]CIV4DiplomacyInfos.xml
[TAB]CIV4EventInfos.xml
[TAB]CIV4EventTriggers.xml
[TAB]CIV4HandicapInfos.xml
[TAB]CIV4ImprovementInfos.xml
[TAB]CIV4LeaderHeadInfos.xml
[TAB]CIV4PromotionInfos.xml
[TAB]CIV4TechInfos.xml
[TAB]CIV4UnitInfos.xml
[TAB]CIV4ArtDefines_Unit.xml
Where possible list boxes are implemented to make it easy to select a building for the prereqBuilding on units and such.
If you put the spreadsheet in the root directory for your mod it will create all fo the xml files in the appropriate directory. You will have to change the path in the VBS scripts of you want it to create them in another location (say you want to use create smaller files for modular xml loading).
Download it here:
[tab]Original version: Beyond the Sword Editor 1.0 (http://kael.civfanatics.net/files/BtSEditor.xls)
[tab]ddrekins updated version: Beyond the Sword Editor 1.1 (http://kael.civfanatics.net/files/ModifiedFFHEditorv1.1.zip)
If you want an example of what one looks like filled in check out the following:
Fall from Heaven Editor (http://kael.civfanatics.net/files/FfHEditor.xls)
ps. I can't promise a ton of support on this. I stay busy enough with FfH, but I wanted to make it available if anyone else wanted to use it.
NikNaks Jul 18, 2007, 03:18 PM Wow! Thanks, Kael. I guess this means we can start BtS modding early! Woohoo!!!
ohcrapitsnico Jul 18, 2007, 03:25 PM Thanks soo much, I was planning a huge mod for warlords back in april but decided to wait for BtS.:crazyeye:
This will be extremely helpful.
AlazkanAssassin Jul 19, 2007, 05:43 PM The download links aren't working for me. Are the links broken?
Kael Jul 19, 2007, 07:35 PM The download links aren't working for me. Are the links broken?
It looks like the ftp server is down, I'll ping Thunderfall.
Civmansam Jul 19, 2007, 07:38 PM Whooo!
Finally an faster way to mod without going through the murky and slow marshes of XML.
BTS has made modding easy, and you are a big contributor to that Kael!
Thanks a lot!:worship: :worship: :worship:
Ball Lightning Jul 20, 2007, 08:25 PM Finally something i can easily use for my events mod!!!
salaminizer Jul 23, 2007, 11:26 AM Great!!
thanks a lot!
Jaythekiller Jul 23, 2007, 05:40 PM you did very well of doing such an editor but i cannot find how to export
I run it into "works spreadsheat" (I don't own Excel)
Could I do something with it or do i really need excel?
Thanks by advance
Kael Jul 23, 2007, 06:54 PM you did very well of doing such an editor but i cannot find how to export
I run it into "works spreadsheat" (I don't own Excel)
Could I do something with it or do i really need excel?
Thanks by advance
I think you need excel, I used visual basic to code the pieces that write the xml. It comes with excel but I dont think you can use VB macros with works.
purplexus Jul 24, 2007, 05:08 PM Allow Me to create a PDF version in which it is printable?
I prefer to read off a Paper copy then to continually come back to the website to read it.
Jaythekiller Jul 25, 2007, 10:06 PM I finally got a 2months license to use excel,tried your editor (you left some FFH stuff in it,btw)and it's really very nice,thanks for doing that for us :)
Thorburne Jul 26, 2007, 03:13 PM Interesting, but I am a little confused. First, you said that it was clean, but it appears that many of the keys listed are from FfH. Second, I am uncertain as to how to use this. Do you have to put all of the data in there individually or is there a way to import... then edit... the data from the core files.
I'm a little unclear about what you were saying about putting it in a mod folder. I have tampered with modding in Civ IV and I understand the XML enough, but I am a bit more confused now.
Jaythekiller Jul 27, 2007, 11:39 PM Put it in "YourMod"/Assets/XML then fill any sheet,click on "export" button(upper left-hand corner)it'll create the file.:cool:
matthewv Jul 28, 2007, 08:39 PM Interesting, but I am a little confused. First, you said that it was clean, but it appears that many of the keys listed are from FfH. Second, I am uncertain as to how to use this. Do you have to put all of the data in there individually or is there a way to import... then edit... the data from the core files.
I'm a little unclear about what you were saying about putting it in a mod folder. I have tampered with modding in Civ IV and I understand the XML enough, but I am a bit more confused now.
I am currently working on adding and import functionality as well as adding more xml files that it works with. I am hoping to be finished sometime next week(would have been finished this week but I keep getting distracted with playing BtS instead:mischief: )
ClassicThunder Jul 28, 2007, 08:41 PM Hey Kael the number in 1,b is the amount of techs you want printed correct?
@ Matthewv
Funny how that works isn't it?
TheBladeRoden Jul 28, 2007, 09:30 PM I am currently working on adding and import functionality as well as adding more xml files that it works with. I am hoping to be finished sometime next week(would have been finished this week but I keep getting distracted with playing BtS instead:mischief: )
I'll be watching...:huh:
Ball Lightning Jul 28, 2007, 09:47 PM How big is it btw?
Kael Jul 28, 2007, 11:18 PM Hey Kael the number in 1,b is the amount of techs you want printed correct?
Yes, thats correct. Every object needs the 1 at the end of its listing to increase the counter so the vb macro will know how many columns to spin through.
@matthewv: that would be awesome. I was secretly hoping someone would fill in the default BtS data, but an import script would be even better. I can't wait to see what you come up with.
ClassicThunder Aug 01, 2007, 04:59 PM How can I look at and edit the code for the export buttons? I would like to try and make some changes if thats ok.
Kael Aug 01, 2007, 06:25 PM How can I look at and edit the code for the export buttons? I would like to try and make some changes if thats ok.
Go into Tools -> Macro -> Visual Basic Editor
ClassicThunder Aug 01, 2007, 07:13 PM Thanks Kael.
Modder Aug 28, 2007, 11:45 AM http://www.openoffice995.com/
For those who don't have Excel, here's a free version, with an optional pay version. Far cheaper.
Kael Aug 28, 2007, 08:24 PM http://www.openoffice995.com/
For those who don't have Excel, here's a free version, with an optional pay version. Far cheaper.
Unfrotauntly although that is a free spreadsheet program it doesnt support Visual Basic, which is what all the macros are in. So it won't do you much good.
Thorburne Nov 26, 2007, 05:49 PM I am currently working on adding and import functionality as well as adding more xml files that it works with. I am hoping to be finished sometime next week(would have been finished this week but I keep getting distracted with playing BtS instead:mischief: )
I was wondering... have you made any progress on that? I haven't been around in a while.
ddrekins Jan 10, 2008, 10:21 PM Hey Kael, I'm not able to access the drop down lists in your program. I hope that isn't related to the following. . .
I've noticed I get error messages when I use your program as is. I'm having to add in manually a <Building Extra Yield> </Building Extra Yield> subcategory when dealing with building yields. I assume this will be the case for similar things (commerce etc.)
More importantly, once I've dodged that error message (and perhaps because I dodged that error message) I'm getting an irritating "Tag :1 in Info class was incorrect. Current XML file is xml\Events/Civ4EventInfos.xml" Translation?
Needless to say, to someone who is nearly xml illiterate, this message didn't help me one bit. I mean, I understand that something is probably listed as "NONE" or "0" where it should be the other or something that is blank that should be one of those two. . . but my files look just like the ones used in the unmodded game. Please help, I'm trying to do such simple stuff and I'm SO CLOSE!
It is clear that you've gone through a lot of trouble thus far with this program; thanks. :)
Snootch Jan 13, 2008, 06:13 PM From the looks of your spreadsheet here, Kael, I'd say it is something fantastic. However, I have no clue how to use it or what I can personally do with it - I am totally inept when it comes to computer programming. I don't know the first things about XML, Python, C++, Visual Basic, or anything else. It's like reading Swahili, to tell you the truth.
Anyway, I can kind of make out what some of these things refer to. However, all I'd like to do at this point is change the amount of food required to feed one person in my cities. After having scoured as many online resources as I could come up with, I still have no clue. (I looked in the Assets folder and tried to figure out which XML file has what I need to change. I can't even do that.)
I remember the Civ 3 Map Editor very fondly: I went to the "General Settings" tab and then changed the "Food Consumption/Citizen" field from 2 to 1. Even then, on my first time, I had to click on that nice "Help" button in the bottom corner to assist me.
For Civ 4, I have no clue what I am doing to alter something so simple as that. Very frustrating, and I really do appreciate guys like you that try to help others.
Is there something you can provide for a person who is totally, 100%, completely illiterate in terms of programming code? Something like the Civ 3 Editor? I have Excel, and I can follow directions pretty well. But trying to figure this out on my own... I might as well start reading a Russian Bible - it all looks the same to me.
I hope you will consider that. Thanks.
Kevin
ddrekins Jan 13, 2008, 08:27 PM I can help you with this. The editor has an option in the "Global Defines" called: "Food_Consumption_per_Population." It is currently set at 2. Change it to 1, and your mod will now have 1 food required per population point, etc.
Is that all you needed?
Snootch Jan 14, 2008, 10:48 AM Yes, that was certainly helpful, DDrekins. However, if I may quote from our beloved Civ 4: "Give a man a fish, and he eats for a day. Teach a man to fish, and he eats for a lifetime."
It would be great to understand this spreadsheet in its totality, or have it dumbed down for folks like me who know nothing about XML.
Just a friendly request. But I thank you again.
ddrekins Jan 14, 2008, 11:32 AM I have an idea. I'm going to write up a detailed explanation on how to use this spreadsheet. The beauty of having me, someone without XML knowledge (although NotPron skills come in handy. . . look it up if you don't know what I'm talking about) write about this is that I'm certain to make painful mistakes.
If I write enough misinformation, eventually Kael will have to arrive to correct me. At that point we will have gotten his attention at last and all will be well in the world.
But seriously, I'm going to edit this post with the first of a bit of basic information on how to use this editor.
EDIT:
Alright, time for the first installment of my award winning post series: "How to Use Kael's Editor without Kael (or any knowledge of XML)"
Post #1: Setting up the Editor and tidbits of information on each tab
Kael's editor will give you a chance to bypass the raw XML coding by entering in data you wish to edit into a spreadsheet instead. You simply enter information into a tab that you wish to use, click the export button, and you've got an XML file formatted nicely with all of your information intact.
You will need to put the editor in its proper location for the files to be written to the correct locations, however. Go to the folder you installed Civ4 in, it is probably in Program Files --> Firaxis Games --> Civ4. From there you'll need to enter the BTS folder. From there you'll want to enter the "Mods" folder and then enter the folder of your particular mod (if you don't have one yet, create a folder with the name of a mod you'd like to start.) This is the proper location to keep the editor. From here it will write the files of your mod to their proper locations.
Next you will need to set up the folders the files will be written to. Within your mod folder you will need a folder called "Assets". Within that folder, you'll need a folder called "XML". From there you'll need several folders; it'll depend on what you plan to edit as to how many folders you'll need, but you might as well just create them all. The following are the folders you should create in your XML folder:
1. "Technologies" (No quotes)
2. "Text"
3. "GameInfo"
4. "Terrain"
5. "Events"
6. "Art"
7. "Civilizations"
8. "Units"
9. "Buildings"
Once you've created those, and placed the editor in its proper folder, when you edit something in the editor and then click the "Export" button in the upper left corner (you'll have to click it once per tab you wish to export) the editor will do all the busywork for you and spit out the files in their proper places.
So, once again the location of these folders is likely to be:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\(Your Mod Name*)\Assets\XML\(All of those folders)
*This is where you'll put the editor.
Okay, now for a very brief overview on what each tab at the bottom of the spreadsheet is capable of.
Global Defines: This is where you can set a variety of variables that will affect nearly everything in the game. This tab saves directly to the XML folder, not one of the subfolders you should have created in the XML folder.
Bonus: Here you can create the bonus features on the plots of ground/water. This would be where you create or edit Ivory or Wheat.
Buildings: This will allow you to create your own building(s) with a whole lot of detail. All of the properties of wonders and standard buildings alike seem to be here.
Civics: Here you are allowed to create your own civics.
Civilizations: I don't believe I know how this one works. It seems to be set up for another mod. . .
Diplomacy: This also is set up for another mod and I don't believe it can work for editing. . .
Events: While I am trying to get this to work, I think it is mostly functional. This is where you can create the "random" events that pop up in BTS. This is one half of them anyway; the actual effects of the events are created here.
Event Triggers: This is where you can create the causes for the "random" events. They serve no purpose unless used in conjunction with the Events tab.
Handicap: This allows you to virtually create your own difficulty levels. All of the modifiers for easier settings can be adjusted here as well as those for harder settings.
Improvements: It seems you can create your own worker created improvements. The specifics of building a cottage, for example, would be dealt with here.
Leaders: This appears to be functional for another mod and isn't set up for editing BTS.
Promotions: While there is some modification that is set up for another mod, this is still very usable for editing the level-ups your troops can gain.
Technologies: Stuff regarding how custom technologies function resides here.
Text: Text messages used in the game are neatly contained here and has support for multiple languages. You'll need this for events to function, among other things.
Units: Very very detailed information can be edited here for your own custom units.
Unit Art: I only assume something can be done to make your own custom art for units here but I don't know how it functions at all.
Editor Defines: I'll need some help here, I'm not sure how this tab works.
ddrekins Jan 15, 2008, 06:11 AM I am currently in the process of improving this editor. Now, I don't know any XML, but there are some small mistakes I can detect in the XML that make the events not always function as they should. It'll take me a little bit longer to get this to work. I really love how neat Kael has made all of his coding though, it is so nice to work with. :)
Ranbir Jan 20, 2008, 07:44 PM Has anyone got this with the default vanilla data already in there?
I feel more comfortable beginning from there.
ddrekins Jan 21, 2008, 02:24 AM I don't have the knowledge of how to import the data and entering that stuff by hand. . . well. . . that'd take a LONG time. Also, I'm not sure how Vanilla friendly this is. It WAS designed for BTS after all. . .
On a related note, how do I upload files onto these forums? I have the event editor bugs worked out.
Ranbir Jan 21, 2008, 02:09 PM My mistake, I meant BTS' default data. Not the vanilla vanilla of Civ.
I would enter most by hand myself it's just that there are some pages in the spreadsheet which are blank enough for me to not know what goes where.
As for uploading, see the red button among the other optional tags? Use that for quick uploading.
ddrekins Jan 21, 2008, 03:27 PM I'm not sure what you mean by pages blank enough to not know where to put things. Could you explain maybe? I might be able to help you with that, but we should make sure we enter in all of the data to the most perfect version of this editor we can create. It'd be a pain to have an old version with all of the BTS data in it and a new version without any data in it and have to reenter it all.
Would people be interested if I posted up modified versions of this editor? I mean, it is kinda Kael's so it seems weird to update it without his say-so. I think I could also add other file types (so you could customize other aspects of the game.) Any takers? If so, I'll start clearing out all of the custom data on mine and keep just the changes I made to the visual basic code.
Ranbir Jan 22, 2008, 07:57 AM Knowing Kael, he won't mind.
Just mark original credit to him for making the thing and then credit yourself for the modifcations you made. :)
Maybe it's because I haven't had a good look at the actual xml details but there are some complete blank columns and it's unnerving to set off with that. Especially creating from scratch anyway. It's probably just a personal thing but I feel comfortable editting an existing set up because I an straight away see the connections. I suppose it's some entry fields I'm not sure what to put in them but when I see it with data already put in I can instantly understand what it means and what the value assigned to it means too.
If you have a modified editor that fixes some issues with the old one, upload it and then we can together plug in original BTS data. :)
ddrekins Jan 22, 2008, 08:45 AM These forums won't let me upload an .xml file. Any ideas on where I can do this (and then link it from there?)
AlazkanAssassin Jan 22, 2008, 08:50 AM just zip it first.
ddrekins Jan 22, 2008, 09:36 AM Alright, I hope that worked.
I have modified only the Events tab. . . and maybe the EventTrigger and Text tabs but I can't really remember. I'm calling this version 1.1 because I'm calling Kael's original 1.0 and any future updates will be +0.1 or +1.0 or whatever.
Kael Jan 22, 2008, 09:44 PM Alright, I hope that worked.
I have modified only the Events tab. . . and maybe the EventTrigger and Text tabs but I can't really remember. I'm calling this version 1.1 because I'm calling Kael's original 1.0 and any future updates will be +0.1 or +1.0 or whatever.
Very cool. I added a link to your updated spreadsheet in the first post so more people can find it. If you would like (and your planning on continuing to develop it) your more than welcome to start your own thread and I'll lock this thread and link to yours so folks can get an updated version.
Whichever you prefer is fine with me. I was hoping someone who pick this up as I think it could be a great tool, I just dont have time to devleop it and work on FfH at the same time. Feel free to PM me if there is anything I can do, I don't check this forum very frequently.
woodelf Jan 23, 2008, 05:42 AM Great to see this being worked on.
ddrekins Jan 23, 2008, 05:30 PM Don't close the thread just yet. I haven't made any serious changes to the editor yet. I'd focus on just the editor if I wasn't attempting to create my own mod during my free time (of which I have little today.) I think we can do cool stuff with this. If it wasn't for this editor I probably wouldn't have started understanding visual basic or, in a roundabout way, Python.
ddrekins Jan 24, 2008, 02:20 PM One quick thing. If someone could explain how to create the "Submit Button"s on Excel (I'm thinking I'll have to tinker with the Microsoft Script Editor), it would REALLY speed up progress on getting an import function up and running. After that I think I can figure things out on my own for the most part.
Thanks.
Kalimakhus Jan 28, 2008, 05:30 AM I found this tool for easier editing of XML files:
http://xmlfox.com/download.htm
When you open an XML file you can switch to a grid view that looks exactly like an Excel sheet. Editing existing data is quite easy. You can also add new items through it.
ddrekins Jan 28, 2008, 08:57 AM How customizable is it? Would it allow me to fill in information on what each parameter does and put in drop-down lists?
Kalimakhus Jan 28, 2008, 09:47 AM I haven't explored it fully yet. It however has the advantage of loading any XML file and display it in a grid. If you have the time to continue working on the Excel sheet you can end-up with a better solution. However, so far this was the closest thing I found to xml modding requirements.
Ranbir Jan 28, 2008, 01:55 PM It's nice except the grid can get a bit fiddly.
ddrekins Jan 28, 2008, 06:00 PM Okay, turns out command buttons aren't so hard. Now I just need to know how to write an XML Map. (And figure out what one is. . .)
ddrekins Jan 29, 2008, 12:08 PM Breakthrough:
I've found an easy way to import any XML data into this program. It won't be with the click of a button as I originally hoped but it'll be easy enough that a simple one paragraph readme file will explain how to do it.
I will soon put up a file with all of the BTS data in it. HOWEVER! I have not tested all of the tabs and while the data within the spreadsheets will be accurate, I do not know if the Visual Basic is correct for every tab. This should move us leaps and bounds ahead though.
EDIT: This just got trickier. Among other things, it seems I'm going to have to find a way to deal with the Columns limit of 256 to fit all of the data inside this. I've got a couple of ideas but I'm not sure which is simpler. I could 1) Have multiple tabs (spreadsheets) for each XML file and have the additional tabs continue from where the first one ends or 2) I could put additional items beneath the current items so when you've reached your 256th item you just go back to the left side and start working from beneath the other items.
I'm going to try #2 first but if anyone thinks it would be significantly easier to do #1 please tell me. Also, any help on the Visual Basic code to do either would speed me up.
Ranbir Jan 29, 2008, 01:20 PM Nice on the breakthrough! :)
Boo on the trickier part. :(
What xml files require more than 256 columns?
ddrekins Jan 29, 2008, 01:44 PM The first one I tried was Civ4EventInfos and it has 339 items AFTER I deleted all of the duplicates I strangely received. The duplicates bother me. When importing the XML data using an XML map, I got at least 5 of each item. Of course, I could import them at that point (even with the x5 duplicate factor) because they were inverted (rows/columns.) Excel 2003 has over 35,000 rows but only 256 columns. If I could figure out why the duplicates existed it would ease my mind but I'm not bothering with that right now.
I'm pretty sure I can take the #2 approach with only a little difficulty and a bit of time. However, I've got ANOTHER problem I ran into.
When I'm transposing (inverting x-y) some of the XML items I'm not getting things lined up the way I would like them to be. I'll have to add blank columns here and there to get it to fit but that shouldn't take too long.
Strangely enough, when importing my XML stuff from the mod I'm working on (which has been exported through this BTS editor) I don't get duplicates and I don't run into formating issues. I'm not certain why I don't get the duplicates but I think this thing is going to be much more compatible with files created by this editor than those created without this editor.
ddrekins Jan 29, 2008, 03:13 PM I got it! I've successfully imported the BTS XML data for Events. I have added functionality for the creation of 510 events. I could, at a later time, increase the functionality to a seemingly infinite number (81,000+) but I don't really think that will be necessary.
Shortly, I will have Version 1.2 up and going. This version will allow people to take the BTS data for Events, Text, and Event Triggers and tweak it (or add to it) to their hearts content. There is no Import functionality as of yet; that would be rather complicated. However, like I said, the BTS data for the 3.13 no bug version is uploaded.
Is anyone else excited!?
Ranbir Jan 29, 2008, 06:27 PM Like a fat kid with candy.
Yay! :)
ddrekins Jan 29, 2008, 10:01 PM I'm in the process of "auto-"formatting the Event Trigger data. I'm nearly done but need to call it quits for tonight. Also, I think I'll add to the Event list until it allows for 1020 Events. I'll need the extra space for the mod I'm working on because at the rate I am going, I'll run out of room with only 510 "Events."
ddrekins Jan 30, 2008, 04:28 PM Bad news. . . the version 1.2 that I was working on is so buggy. . . it isn't worth releasing.
I'm going to go straight to version 1.3 which includes fixes for all of the data that I'm losing and handles the duplicates properly. I'll need to enhance the existing spreadsheets significantly to do this though. This is going to take a while. . .
Ranbir, if you want to help out a little bit, I've got some small tasks that need to be done but I'm too burnt out to do any time soon. Are you interested? If so, give me a PM.
Zuul Jan 31, 2008, 01:45 AM Why not use new excel for 256+ columns?
ddrekins Jan 31, 2008, 11:11 AM Wait, has that been released?
Would I have to buy it (my current version may or may not be bootlegged)?
Do I need Vista (shudder)?
ddrekins Feb 01, 2008, 09:54 AM I'm actually thinking of taking this a different direction. I'm probably going to start this from scratch (with the ideas given to me from Kael's version) in OpenOffice. If that doesn't work, I may try creating a database in Python or something.
Duuk Mar 04, 2008, 06:04 PM Any way to get the data import for Civics?
I'm looking for an "easy" way to tweak the civics, but it's a gigantic pain.
Kael Mar 04, 2008, 09:59 PM I'm actually thinking of taking this a different direction. I'm probably going to start this from scratch (with the ideas given to me from Kael's version) in OpenOffice. If that doesn't work, I may try creating a database in Python or something.
I believe the new version of OpenOffice runs VB scripts so it should be a pretty easy conversion (and gets you on a free legal product). The only reason I dont use it is because it still have the 256 column limit (which honestly isnt a big deal for normal Civ4 modding, but it isnt big enough for FfH).
Snootch Mar 12, 2008, 12:03 PM Hey, fellas. Glad to read that someone is active in trying to make Civ 4 moddable for the standard players. I have no abilities on how to do this myself, so let me just give a hearty thank you and hope for the best.
That said, while the multitudes of us wait for your fine product, I wanted to know if anyone could tell me simply how to turn off the Global Warming concept in Civ 4. About 60% of scientists do not think Global Warming is happening - certainly not because of human beings, if it is - or would welcome gradual global increases to the tune of 1 degree Celcius every 100 years. I am one of those who has also disregarded the GW theory.
Please help me know how to switch this off. Thank you very much.
Popcornlord Mar 12, 2008, 01:41 PM Where'd you here that 60% percent of scientests don't beleve in global warming?
Duuk Mar 24, 2008, 09:43 AM Rather than worry about the science, let's just point out that global warming in Civ4 is a disaster of implementation.
Snootch Mar 25, 2008, 11:01 AM I miss the days of Civ 2 where we could alter terrains with our engineers. Woe is me.
Anyway, does anyone know how to "turn off" Global Warming in Civ 4?
Also, how far along are we in developing a workable map editor here? It sucks that Firaxis didn't want to put in a real map editor, instead leaving us with that awkward "World Builder." Guys like me can't customize this game for crap.
Thanks be to the tireless soul who works for the benefit of others...
Duuk Mar 25, 2008, 11:57 AM I miss the days of Civ 2 where we could alter terrains with our engineers. Woe is me.
Anyway, does anyone know how to "turn off" Global Warming in Civ 4?
Also, how far along are we in developing a workable map editor here? It sucks that Firaxis didn't want to put in a real map editor, instead leaving us with that awkward "World Builder." Guys like me can't customize this game for crap.
Thanks be to the tireless soul who works for the benefit of others...
In GlobalDefines.xml, change "20", which is the default, to look like this:
<Define>
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
JEELEN Mar 25, 2008, 11:46 PM I miss the days of Civ 2 where we could alter terrains with our engineers. Woe is me.
Actually, there is a mod/mod comp that allows just that, but I forget the name. (If you ask a question on the Mods/Mod Comps forum, you can find out.)
Also, how far along are we in developing a workable map editor here? It sucks that Firaxis didn't want to put in a real map editor, instead leaving us with that awkward "World Builder." Guys like me can't customize this game for crap.
There are several (just check out the 5-star-rated ones). Also, you can easily edit WBS files (i.e. maps) with Notepad, no less. (I made most of my scenarios that way, and still do.)
Snootch Mar 26, 2008, 02:03 PM Thanks a lot, Duuk and Jeelen. I am going to check out your suggestions and see what happens. Thanks again, and take care.
alerum68 May 09, 2008, 06:54 PM God, I feel like a noob... but....
I've been trying to use this, but I can't get the Export button to work. I've used Excel and OpenOffice. In OpenOffice the button is clickable, but doesn't actually export anything. I've tried having it in just the root mod folder with nothing in it, with the default civ xml files, and also with just Assets\xml in the root folder. Nothing will work.
In Excel the button isn't even clickable. I've never used VB macros, so is there something I need to install or have forgotten to do?
General Tso May 10, 2008, 03:15 PM alerum68,
If you're trying to edit xml files you might want to try my editor, the link for it is in my signature.
alerum68 May 10, 2008, 05:46 PM This looks very useful for the editing of the files, but I've already gotten alot of information put into the spreadsheet. Once I get that taken care of, I'll probably start using your editor.;)
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