View Full Version : What's the "best" way to edit/create a mod in Civ IV?


CivRulez07
Apr 18, 2009, 06:59 PM
the title of the thread says it all. here's what i mean by each of the options:

WorldBuilder: includes using the in-game WorldBuilder and editing the WBS file
XML: copying XML and building a mod by editing the XML
Python: creating scripts, etc. using Python
DLL: editing the DLL files
idk and idc: u aren't sure, you don't care, or u just aren't a modder

i'd love it if u posted when u vote so i can get an idea of why u voted the way u did

Flintlock1415
Apr 18, 2009, 07:13 PM
Well, I would say all of the above, but the best starting point for modding is doing through the XML. Worldbuilder is fine and all, but it really doesn't allow you to make a true mod, but rather a scenario.

Most of the larger mods use Python/C++(SDK), so I'd say either make one that is personal and teaches you to mod, one that fills a small niche (like a scenario w/ new civs/units etc.), or if you up to it (probably not for beginners) make a mod that introduces new mechanic(s) to the game.

Joining a mod you're interested in is also possible, but I'd go into that with some previous knowledge (i.e. programming, graphics, or even research.)

phungus420
Apr 18, 2009, 07:29 PM
This poll is nonsensical. It all depends on the what your goals are for your mod.

Shiggs713
Apr 18, 2009, 11:50 PM
what phungus said.

if your new at it (and from the way this poll is asked I would assume you are new at it), I would say start with XML. Its pretty easy to just create a mod folder (so it goes Mods/yourmodname/assets/xml and then copy any files you want to change into the correct folders within that. Never edit your original files.

For example, if you want to change a unit, like make the pikeman have a higher strength, you'll only want to copy unitinfos.xml... then simply change the istrength value for pikeman, but if you want to add a brand new unit, you'll need to copy/add/then change that file along with unitclassinfos.xml, civ4artdefines_unit.xml, probably a gametext.xml file and perhaps civilizations.xml if its a UU. Also the art in the correct folder structures as well (see original folder structure in civ4/bts/assets folders and subfolders. Most of the XML tags are descriptive and easy to figure out once you mess with it for awhile.

if your making a mod for bts, you always copy bts files, unless they don't exist... if they don't, then look for warlords files, and if they don't exist then use vanilla files. Always do it in that order or you'll have problems. This is because some of the files were not changed in the expansions, and civ will automatically look in that order for files until it finds them. In a mod it works the same way, you do not have to include all the files you don't use. Only the ones you want to change.

zyphyr
Apr 19, 2009, 01:23 AM
What phungus and shiggs said.

xienwolf
Apr 19, 2009, 02:17 AM
You darn extensionists with your propaganda campaigns. I know you left theme files, KFM/NIF files, DDS files, and the ever-loved TGA files out for a reason...



And I'll re-affirm what has been stated: Each one is the "Best" because each one has a specific job. Want to add a new unit/tech/building? XML is the best. Want to make special rules for a strange combination of buildings/civs/traits/whatevers? Python rules. Want to radically alter the rules of the game? DLL is your friend. Want a new interface desgin? Welcome to Theme files. Want some pretty eye candy? Welcome to NIF/KFM/DDS land.

Oh, and there is some potential in WAV and MP3 I suppose as well...