View Full Version : Easy-Start Modkit for CivIII Conquests


Grandraem
Jan 17, 2008, 11:19 AM
I thought this might help beginners get a bit of a jump-start on modding.
This ModKit contains everything you need to get started making your own mod! It is for the latest version of CivIII Conquests, version 1.22. If you
don't have the latest patch to Conquests then you may download it from CivIII's official website before using the ModKit.

Download link:
http://forums.civfanatics.com/downloads.php?do=file&id=8108&act=down

Contents:
1. A 'MyMod' folder, which is the base scenario or mod folder for your mod. It contains all necessary subfolders as well as backup copies of some of the files you'll alter most. Included in this are copies ready of the text files you'll alter most, such as the Civilopedia text and PediaIcons text. Also, there are expanded 'buildings-large' and 'buildings-small' pcx files in the proper location, with the number error fixed on them. Finally, there are copies of the resource and unit32 pcxs. In short, there is everything you need, in their proper places, to add buildings, units, resources, leaderheads, etc.
2. A 'CustomMod' file, which is your mod's file that you load into the CivIII Conquest's editor and is loaded up when you play your mod in CivIII Conquests. It comes with 'Custom Rules' prechecked, and is already linked to the mod's folder.
3. A 'ReadMe' folder, containing 4 text documents. The first one is a 'getting started' text document, which is pretty much the same as what is contained here. The other three are: A tutorial on adding buildings, one on adding units, and one that contains a link to adding or changing other things in your mod.

What-To-Do:
1. First 'unzip' the ModKit somewhere on your computer. Next, copy or move the folder entitled 'MyMod' from the ModKit to your CivIII Conquests' Scenarios Folder. You will find this probably in a location like 'Local Disk (C:)/Program Files/Infogrames Interactive/Civilization III/Conquests/Scenarios. That's where it is located on my computer. Yours may be slightly different depending on how it was installed. In the Conquests' Scenarios Folder you should see some standard Scenarios that came with the game. Once you've copied or moved the 'MyMod' Folder to the Conquests' Scenarios Folder, then copy or move the 'CustomMod' file from the ModKit to the Conquests' Scenarios Folder.
2. That's all you really need to do to get started, but you may wish to do a couple of other things. If you wish to rename the mod's folder from 'MyMod' to another name of your choosing you may do so. However, if you do rename it you will have to follow a couple of small steps to avoid any problems. Load up your CivIII Conquests Editor. In CivEdit, open 'CustomMod' from your Conquests' Scenarios folder. Once 'CustomMod' is open click on 'Scenario' in the menu, then go down to 'Scenario Properties...' and click on that. This will bring up the 'Scenario Properties' Dialogue Box. You will see under 'Scenario Search Folders' it says, 'MyMod'. If you've renamed your mod's folder, then erase MyMod, and instead enter the new name of the folder here. This tells your scenario file to look for all relevent files first in your mod's folder before looking for them in the base Civilization folders, so if you have a file in your mod's folder with the same name as one in the regular CivIII folders, it will use your mod's file instead. Before you close the Scenario Properties Box you may also wish to enable 'Debug Mode' which you can see a checkbox for under where you renamed your folder. For more on Debug Mode or anything else in this box, please see the editors help section. After you've renamed your folder you can click 'OK' to close the box and then you will want to save your changes. Go to 'File' in the menu bar of the editor, and click 'Save'.
3. You're now ready to start modding. Have fun. Feel free to consult the ReadMe folder of the ModKit to get yourself started, or check out the CivIII Tutorials section of civfanatics.com for more help. You can also ask questions of the helpful CivIII forum members in the CivIII Creation and Customization forum if you have general questions about modding.

http://forums.civfanatics.com/downloads/modkitprev_37Q.jpg

For German Users:
wwkoehler has created an alternate version of the modkit for German users, using the German text files in place of the English ones. This file can be found in post #37.

Blue Monkey
Jan 17, 2008, 03:04 PM
Really nice of you to do this! And thanks for the detailed instructions on how to use it. I've got it bookmarked for when I get down to brass tacks.

Stormrage
Jan 17, 2008, 03:38 PM
Great! Thank you Grandraem, this is very useful!

Yoda Power
Jan 18, 2008, 04:29 AM
When I first started modding we had to learn everything ourselves. There were no fancy pansy torturials or "modkits"! :old:

Kyriakos
Jan 18, 2008, 08:44 AM
When I first started modding we had to learn everything ourselves. There were no fancy pansy torturials or "modkits"! :old:

:lol:

This modkit is a great idea :)

WildWeazel
Jan 19, 2008, 11:34 AM
When I first started modding we had to learn everything ourselves. There were no fancy pansy torturials or "modkits"! :old:
And consequently it took us years to do it :p

Thanks Grandraem, this is a nice start for new modders :)

timerover51
Apr 24, 2008, 05:03 PM
I am working on a mod of the existing WW2 in the Pacific scenario, and would like to add additional improvements but use existing icons. I would like to add a Marine Barracks, Cavalry School (for light tanks), Armor School (for medium tanks), Jump School (for paratroops), Naval Shipyard (for additional warship production), and probably two or three additional improvements. These structures will be set to produce units on a regular basis, to offset the limited number of cities that the US has. I know that in the WW2 Global mod, there are numerous city-specific Wonders that produce units. I am not sure if I will go that route, although then I could make the buildings specific to the US.

Once I get that worked out, I am planning to use the existing unit icons, primarily the ship images, and put in separate values for the various types of Japanese and Allied ship classes. For example, Fletcher-class destroyers, Iowa-class battleships, Essex-class carriers. KG V class battleships, Kongo-class battleships/battlecruisers, etc. Again, I will use the existing icons and simply better differentiate the units.

My question is what is the best way to go about this.

Grandraem
Apr 25, 2008, 09:03 AM
Hi timerover51,

Are you planning on using existing civilopedia text as well as icons? Or entering new civilopedia text but using existing icons?

In other words, will the 'Marine Barracks' use the 'Barracks' Civilopedia TEXT and ICON or will it have its own text but use the 'Barracks' Icon, for an example.

Same question for units. Will all Destroyers have the same text and icons even though their values are changed, or is each destroyer going to have their own text entry as well as values, just keeping the icons?

timerover51
Apr 25, 2008, 10:16 AM
Hi timerover51,

Are you planning on using existing civilopedia text as well as icons? Or entering new civilopedia text but using existing icons?

In other words, will the 'Marine Barracks' use the 'Barracks' Civilopedia TEXT and ICON or will it have its own text but use the 'Barracks' Icon, for an example.

Same question for units. Will all Destroyers have the same text and icons even though their values are changed, or is each destroyer going to have their own text entry as well as values, just keeping the icons?

I am 50-50 on that. I suspect that with the barracks, I will simply add additional material to the civilopedia text, rather than adding more entries. With the ships, I will need to add an entry for each ship, as the data will be different for each type. For my planned aircraft factories and naval dockyards, I will likely use the existing text and add to it. In all cases, I am planning to use the existing icons so as to avoid working on the art files. I have just started to seriously mod games as I have purchased a Windows box for the specific purpose of doing so.

Grandraem
Apr 28, 2008, 10:58 AM
Sorry for the late reply, timerover51. I'm not on the forum often, so it is probably better to post questions in the main Creation and Customization Forum if you want quicker answers. There's lots of helpful people that will answer before I can.

For what you're looking to do for new buildings, you pretty much need to do only 3 things.

Step 1:
Open your mod's PediaIcons Text and Copy and Paste the text of the building that your new building would use icons for. For example, if your Marine Barracks had the same icons as a barracks, copy the 'barracks' text and paste it into the spot below it (or in its alphabetic location if you prefer). Then change the #ICON_BLDG_Barracks entry to another name (keep the '#ICON_BLDG_' part, just change the Barracks to something else, like Marine_Barracks. See the picture I've attached below for an example. Then save the text file, and you're done your PediaIcons text part.

Step 2:
Open your mod's Civilopedia Text and Copy and Paste the text of the building that your new building will be similar to. This step is similar to Step 1. Just change the 'Barracks' to whatever you used in step one. Example again is 'Marine_Barracks', as you'll see in the attached picture. Then change any of the description you want to change in the entry, save the text file, and you're done the Civilopedia Text.

Step 3:
Open your mod in the editor. Add the new building. It will prompt for the name. Then scroll down the part that says 'Civilopedia Entry' (where I put the arrow in the picture), and select your new entry. It will always be alphabetical, even if you didn't put it that way in the Civilopedia or PediaIcons Text. Find your new Civilopedia Entry and select it (It won't appear if you haven't done steps 1 and 2 yet). The Icons that are shown in the bottom left should be from whatever building you copied Civilopedia and PediaIcons text from. Finally, select whatever you want your improvement to do in the editor, save, and you're done. You're new building is added.


For more about adding buildings, I suggest you check the readme on adding buildings if you run into problems, ask here, or ask in C&C. I'll put the post about adding units in a few minutes.

Here's the pic for the examples above:

timerover51
Apr 28, 2008, 11:09 AM
Thank you very much for your detailed response, Grandraem. I will put it into use shortly.

Grandraem
Apr 28, 2008, 11:24 AM
Adding Units with existing icons and animation:

This is very similar to adding buildings.

Step 1:
Open your Civilopedia text for your mod and copy and paste an entry your unit will be similar to. Change the name like in the example in the attached picture. Then change any text you want to, save the file, and close it. You're done the Civilopedia Text.

Step 2:
Open your PediaIcons text. Copy and paste the Icon entry that you want your unit to use icons for. Change the name to what you used in the civilopedia text (like the example in the picture below - 'Warrior' changed to 'Super_Warrior'). Then scroll to nearly the bottom of the PediaIcons text and find the ANIMNAME entry. Again, change the entry name like in the example. Save the text file, and close it.

Step 3:
Open your mod in the editor. 'Add' the new unit'. Enter the Civilopedia Entry in the proper box. You need to include the 'PRTO_'. Then select the same number in the 'Icon' Box as the unit your using icons for. For example, my 'Super Warrior' uses the 'Warrior' Icon, so I select 6, which is the number that the warrior icon is in the Unit_32 pcx. file. Then all you have to do is select whatever requirements and values you want for your units and you're done.
Multiple units can share a civilopedia entry to save time. For example, if you want several 'Super-Class Warriors', all you have to do is enter one civilopedia entry for them all, and the PediaIcons entry. Then when you go to the editor, any unit that you want to be a Super-Class Warrior, you can just add the Civilopedia entry in the box and whatever requirements and values you want. As long as that unit has the Civilopedia entry for a Super-Class Warrior, it will bring up the same in-game Civilopedia Text and use the same icons and animations as the other Super-Class Warriors, but it will have a different in-game name and have different values such as more or less attack or defense, movement, etc.

I hope I've answered your questions satisfactorily.

Example Picture:

timerover51
Apr 29, 2008, 02:27 AM
Grandraem, you have answered my questions more than adequately, and I will keep you in mind when I finish my scenario and give you some credit for assistance. Thank you so very much. The one thing that I am short of is time, and you have saved me a lot.

Grandraem
Apr 30, 2008, 10:22 AM
No problem. I'm glad to help.:)

timerover51
May 05, 2008, 10:58 PM
Greetings again, Grandraem. By following your clear and well-illustrated instructions, I now have a Carthaginian War Elephant working quite well in a new scenario. I would recommend that anyone who is planning to do scenario mods with existing buildings and/or units follow your directions. I will most definitely give you credit once I start posting mods, and link to your directions.

cIVilization_IV
Jul 05, 2008, 09:09 PM
does this work with the original civ3?

timerover51
Jul 05, 2008, 10:02 PM
I am not sure if you can add units to the original Civ3 game, at least not the Macintosh version. You would have to check in the editor to see if it allows you to add units. I know that what Grandraem has laid out does work nicely in Conquests, and I suspect would also work in Play the World.

themanuneed
Jul 10, 2008, 09:05 AM
Not possible if I remember correctly, you don't have the "add" button for units, improvements and wonders. You had to mod the original files after a complete backup I imagine...

Grandraem
Jul 10, 2008, 01:47 PM
cIVilization_IV,

as timerover51 and themanuneed answered, it won't work for the original CivIII.

Thanks for providing the answer, guys.:)

Myth5
Jul 11, 2008, 09:48 PM
hey there. I followed the instructions, but I hit a problem. I have the unit pic for the civilopedia and building list, but the unit icon and animations don't work. I read something about certain file names having to match, and I was wondering which ones had to match which.

Grandraem
Jul 12, 2008, 08:29 AM
Myth5,

There are a few different things that could be the problem. For a start, please tell me which unit you tried to add. Was it one you downloaded from here?

If the icon didn't work, it could possibly be in the wrong number of colours, or the transparency colours might not be in the right place on the palette.

As for the animations not working, do you mean that the unit is visibly buildable, but when you try to build it it gives an error message? And if so, what is the message? Or do you build the unit o.k. and for some reason the animations don't display.

If you can let me know what unit you added and maybe what steps you followed it will be easier to figure out what the problem could be.

Myth5
Jul 12, 2008, 02:20 PM
Myth5,

There are a few different things that could be the problem. For a start, please tell me which unit you tried to add. Was it one you downloaded from here?

If the icon didn't work, it could possibly be in the wrong number of colours, or the transparency colours might not be in the right place on the palette.

As for the animations not working, do you mean that the unit is visibly buildable, but when you try to build it it gives an error message? And if so, what is the message? Or do you build the unit o.k. and for some reason the animations don't display.

If you can let me know what unit you added and maybe what steps you followed it will be easier to figure out what the problem could be.

I actually followed your advice, creating a Swedish Pikeman unit (downloaded off a forum here). I made a map editor game, and assigned the unit everything I was supposed to (calling it "PRTO_Swedish_Pikeman). I then went to MyMod art and put in the two .pcx icons, then went to PediaIcons and put in a Swedish Pikeman and entered the two .pcx names instead of the 12pikemansmall stuff. then I made a Swedish Pikeman Animname at the bottom of PediaIcons, and entered "Swedish Pikeman" underneath. I then put a few Swedish Pikeman units in my map so when I started it up I would see if the unit worked or not. I kept starting it up and it would say "error in text 'PediaIcons.txt" thing, or it would give the "error in text PediaIcons Animname_Swedish_Pikeman" thing. So I'm not sure what's wrong, and why it's not getting the custom images/animations. Also, part of the problem may be, I put "MyMods" as the reference folder in the Conqests edit prgram. Is this the correct folder to reference? (I haven't changed the folder at all). Any help is appreciated ;)

Grandraem
Jul 13, 2008, 01:00 PM
If you've made sure to copy the exact names into the pediaicons text correctly, then it could possibly be not finding the mod's folder, as you suggested. If you used the default 'biq' file called CustomMod.biq that came with the kit, and put everything in the right spot, then it should find it ok. However, if you created a new one, then possibly when you suggested that you have "MyMods" as a reference folder in the scenarios property, you may have accidently added an 's'. If you haven't changed the folder, it is called "MyMod", not "MyMods" as you said in your post, unless that was just a 'typo' in the post. You may wish to check that.

Otherwise, if the spelling is correct for the above, and you're sure that the spelling is correct in the pediaicons text, and it's still not working, then if you can, please upload your biq. file and pediaicons text for me to have a look at and I'll check it for you.

Myth5
Jul 13, 2008, 09:13 PM
If you've made sure to copy the exact names into the pediaicons text correctly, then it could possibly be not finding the mod's folder, as you suggested. If you used the default 'biq' file called CustomMod.biq that came with the kit, and put everything in the right spot, then it should find it ok. However, if you created a new one, then possibly when you suggested that you have "MyMods" as a reference folder in the scenarios property, you may have accidently added an 's'. If you haven't changed the folder, it is called "MyMod", not "MyMods" as you said in your post, unless that was just a 'typo' in the post. You may wish to check that.

Otherwise, if the spelling is correct for the above, and you're sure that the spelling is correct in the pediaicons text, and it's still not working, then if you can, please upload your biq. file and pediaicons text for me to have a look at and I'll check it for you.


I believe the reference folder is correct, i just remembered incorrectly. I put "MyMod" as a reference. So it's not that...Oh btw I did make a new scenario, I didn't know the mod folder came with one :crazyeye:

I checked the icons now, and the names are correct. On the same note, when I pasted the city screen mini icon of the unit, i couldn't select it in map editor...but that's a minor issue.

anyway, I'll upload the stuff and see if you can help :)

Oh for some reason it won't let me upload my biq...


182865

182958

Grandraem
Jul 14, 2008, 07:49 AM
If you put your biq file in a .zip folder you can upload it. I'll need that to check your pediaicons txt. and make sure everything is ok. After you've done that, while you wait for me to answer, just double check the following:

1. Make sure that the MyMod folder is inside the Conquest's 'Scenarios' folder.
2. Make sure that your biq. file is in the Conquest's 'Scenarios' folder, but not in the MyMod folder. It should look something like the attached picture.
3. Make sure that in the editor, in your biq file, the 'Scenarios Properties' contains 'MyMod' in the proper location, as shown in the picture.

Myth5
Jul 14, 2008, 12:12 PM
If you put your biq file in a .zip folder you can upload it. I'll need that to check your pediaicons txt. and make sure everything is ok. After you've done that, while you wait for me to answer, just double check the following:

1. Make sure that the MyMod folder is inside the Conquest's 'Scenarios' folder.
2. Make sure that your biq. file is in the Conquest's 'Scenarios' folder, but not in the MyMod folder. It should look something like the attached picture.
3. Make sure that in the editor, in your biq file, the 'Scenarios Properties' contains 'MyMod' in the proper location, as shown in the picture.


Thank you so much for the help! your post just helped me fix it! I had the MyMod in the conqests/conquest folder, instead of conqests/scenarios :crazyeye: But my animation is still off, so i'm gonna try and fix that. But thanks for all the help :goodjob:

I'm having a bit of a problem with pediaicons now, though. I tried to edit the animation (I accidentally set it to a flak) but it wouldn't let me save the text document because the trail is incomplete or something. i'm gonna see what I can do

EDIT: I fixed it, I now have a great looking new unit! thanks again :)

Edit 2: I tried it now, and it works (animations and such), but whenever I try to settle a city or look at my military advisor, civ stops working. it doesn't give an error, but it continually does such. So I don't know if you know what would help...

Grandraem
Jul 14, 2008, 03:37 PM
EDIT: I fixed it, I now have a great looking new unit! thanks again :)

I'm glad to help.:)

Edit 2... but whenever I try to settle a city or look at my military advisor, civ stops working. it doesn't give an error, but it continually does such. So I don't know if you know what would help...

Hmm. I'm not sure what could be the problem there. I'll try to figure it out, but I suggest that you post the problem in the main Creation & Customization forum, because there's probably a lot of people that will see it there that have had similar problems and might be able to help quicker. I don't think that it's a problem with the modkit, but rather something unusual that you might have accidently done.

Have you only added this unit, or have you added any buildings or anything else?

Myth5
Jul 14, 2008, 05:09 PM
I'm glad to help.:)



Hmm. I'm not sure what could be the problem there. I'll try to figure it out, but I suggest that you post the problem in the main Creation & Customization forum, because there's probably a lot of people that will see it there that have had similar problems and might be able to help quicker. I don't think that it's a problem with the modkit, but rather something unusual that you might have accidently done.

Have you only added this unit, or have you added any buildings or anything else?

No just this unit...i'll go ahead and post it there, but does the game have to be opened up in scenarios, or will it work in conquests? that may be the problem.

Thanks for the help though!

Grandraem
Jul 15, 2008, 04:11 AM
No just this unit...i'll go ahead and post it there, but does the game have to be opened up in scenarios, or will it work in conquests? that may be the problem.

Thanks for the help though!

I don't think that that would be causing that particular problem, but it should be opened up in scenarios.

I also posted something in the C&C post about a problem in your pediaicons.txt. Hopefully that solves your problem.

TripleJ
Jul 22, 2008, 10:09 AM
Yes!
That is just what I was looking for.
Thanks alot

Ethan Moreau
Mar 15, 2009, 01:09 PM
This sounds cool, but I keep getting "Cannot create path specified" errors.

Grandraem
Mar 21, 2009, 07:01 AM
This sounds cool, but I keep getting "Cannot create path specified" errors.

Hi Ethan,

Sorry for the late response. It's been a very busy week. I'm not sure what you mean by "Cannot create path specified" errors. Please let me know at what point you get that message. Perhaps, if you could, the steps you took from downloading the modkit to when and how you got the error message.

General 666
Mar 25, 2009, 10:57 AM
Your Mod-Kit has become the base for six of my Mods.
...so thanks for your work/idea.

wwkoehler
Apr 01, 2009, 12:21 PM
Thanks a lot for this very useful ModKit. Though I am almost fluent in English (but a native german speaker) I prefer to play it in German.

So I have made a german version of it (by simply exchanging the relevant text files with those from the german Conquests 1.22 Version).

Since I am not a frequent visitor due to my limited time for leisure, I don't really know how to bring the ZIP File to other german forum members.

Can someone tell me how to upload it?

Cheers

Will

againsttheflow
Apr 01, 2009, 05:31 PM
wwkoehler, if you click "Go Advanced" when posting or editing a post it will take you to a page that will have paperclip icon in a toolbar that runs along the top of the post. Use that to attach stuff.

Welcome to CFC (posting)!! :D

Grandraem
Apr 02, 2009, 08:59 AM
Welcome to CFC, wwkoehler. :)

General 666, I'm glad that you could use it so much.:)

wwkoehler
Apr 23, 2009, 04:17 PM
Thanx for the tips to find the obvious :blush:

Sorry for the delay - been pretty busy.

Okay, I'll give it my first try.

Hope it works.

Grandraem
Apr 24, 2009, 02:42 PM
Thanks for that, wwkoehler, I'll add a mention to this in the first post.:)

NUCFLASH
May 19, 2009, 04:07 AM
So, to create a new civilization I would follow your steps for the 'Marine Barracks' building but in place of #BLDG in the PediaIcons and Civlopedia I would use #RACE, right?

Grandraem
May 19, 2009, 06:36 PM
Hi NUCFLASH,

Creating a new civ is a similar to adding a building, but different in that you don't need to deal with eras and only need pics for the Civilopedia\Icons\Races folder. If you want to add a new leader you've got other issues.

First, it's better to change one of the 31 civs than to add one. Just to make sure, don't 'Add' in the editor if you already have 31 civs. Your 32nd civ will just disappear after you close the editor because you can only have 31 civs max.

As you said, the main thing you're changing in the text files for adding a civ is the stuff with the '#RACE'. It's easy just to copy and paste another civ's entry and modify it. What you need to do to add a civ is:

Civ Conquests editor:
As I said, better to just 'change' a civ rather than 'add' one, if you already have 31 civs. Then all you have to do is change any information you want, and make sure you change the civilopedia entry from, let's say RACE_ROMANS to whatever your new civ is. Pretending your new civ is the Narnians, you would change it to RACE_NARNIANS (or whatever you want to use, but whatever you enter here you use in your 'Civilopedia' text file and your 'Pediaicons' text file).

'Civilopedia' text file:
This one's easy. Only one thing to do. Lets say your civ is still the Narnians, go to the bottom of the 'Civilopedia' text file where the races are listed and add a new entry called #RACE_NARNIANS and type your description of them. You'll note that you can add #DESC_RACE_NARNIANS to continue your description. If you're not sure what I mean just look at other race entries and you'll see what I mean.

'Pediaicons' text file:
This takes a little more work. You need to add the following entries in the text file. A large and small race civilopedia icon entry, an advisor entry, and ten leaderhead entries. All these entries are at the top of the 'Pediaicons' text file. How much work this is depends on whether you're using an existing leaderhead for the new civ, or adding a new one.
If you're using an existing leaderhead for the new civ, let's pretend you're changing Caesar from the Romans to the leader of your new Narnian civ, then copy and paste all the entries that involve #RACE_ROMANS or #..._RACE_ROMANS and change the new one to #RACE_NARNIANS and #..._RACE_NARNIANS, and you're pretty much good to go. If you're not sure what I mean, go through the top portion of the 'Pediaicons' text where you'll see something like:

#START LEADER/RACE ART
#RACE_ROMANS
art\leaderheads\CE.pcx
art\advisors\CE_all.pcx
#RACE_EGYPTIANS
art\leaderheads\CL.pcx
art\advisors\CL_all.pcx

And copy and paste the Romans entry, changing it to Narnians, so that you have:

#START LEADER/RACE ART
#RACE_ROMANS
art\leaderheads\CE.pcx
art\advisors\CE_all.pcx
#RACE_NARNIANS
art\leaderheads\CE.pcx
art\advisors\CE_all.pcx
#RACE_EGYPTIANS
art\leaderheads\CL.pcx
art\advisors\CL_all.pcx

You'll see that the new Narnian civilization uses the original Roman's leaderhead and advisor pictures.

Here's the other entries (using the Romans as an example) that you'd have to copy and change:

#HAPPY_RACE_ROMANS
art\leaderheads\CE_HAP.pcx

#SHAPP_RACE_ROMANS
art\leaderheads\CE_SHAP.pcx

#LKISS_RACE_ROMANS
art\leaderheads\CE_KIS.pcx

#SKISS_RACE_ROMANS
art\leaderheads\CE_SKIS.pcx

#ANGRY_RACE_ROMANS
art\leaderheads\CE_ANG.pcx

#ILOVE_RACE_ROMANS
art\leaderheads\CE_CULT.pcx

#LOVED_RACE_ROMANS
art\leaderheads\CE_CULTB.pcx

#LHURT_RACE_ROMANS
art\leaderheads\CE_CONQ_L.pcx

#HURTN_RACE_ROMANS
art\leaderheads\CE_CONQ.pcx

#ICON_RACE_ROMANS
art\civilopedia\icons\races\romanslarge.pcx
art\civilopedia\icons\races\romanssmall.pcx

Once you've copied and changed all those to your new Narnian civ, you're all done.

Now, if you want to use an all new leaderhead, then you should still start out by doing all that copying and changing the civ name, but then after that change all the Narnian race entries to your new leaderheads files. For example, change:

#RACE_NARNIANS
art\leaderheads\CE.pcx
art\advisors\CE_all.pcx

to

#RACE_NARNIANS
art\leaderheads\NARNIAN_LEADERHEAD.pcx
art\advisors\NARNIAN_LEADERHEAD_all.pcx

All your file entries need to match the file names of the leaderhead files you put in your mod, so if you're adding a new leaderhead and don't know how to do it, better to look up a tutorial on adding a leaderhead to your mod. If you have trouble finding one let me know and I'll try to help further.

If I've explained way too detailed for you because you knew most of this and just wanted some confirmation of what you're doing, then at least this long explanation might help someone else looking to add a new civ.;)

pi4t
Aug 03, 2009, 11:44 AM
This is great! One thing.

In the how-to-add-buildings document (and possibly others, I haven't looked yet) you say copy and paste examples given. This would be a good idea, except that you have an indent, which has to be manually deleted, either before or after pasting. If you could delete those it would save everyone who downloads it so much trouble.

I'm not meaning to be rude, just giving constructive criticism ;)

pi4t
Aug 03, 2009, 12:33 PM
Help!

I've now gone through all your how-to-add-buildings instructions but I have ended up without any icon being displayed in the rules editor when I select my building (a roman villa)

Virote_Considon
Aug 03, 2009, 12:38 PM
You have to close all open editors before it updates any graphical changes :)

pi4t
Aug 03, 2009, 12:50 PM
Yippee! It works!

pi4t
Aug 03, 2009, 01:08 PM
oops, double post