Modders Guide to Civilization V

Any idea how to keep scenario in customized map ??
Every time I start my "perfect for English" mod not working (scenario).

I made a map where I set up where player and city states will start - that not working.
I also put in some gold to all players - that not working either.
I put some resources on the map - all is showing so that is not working either (you must have technology first so resources can show on the map).

Where can I find example how to fix my problems ??
 
Can somebody help me?

I did a modified version of the Celts in the Tutorial, And I finally got it to work. However almost everytime I load the mod to play the game, as soon as the game loads, it says I lose. There is Fog of War everywhere, and it says I was crushed by my foes. This happens even when I use civs other than the modded one.

Also is there a way to see the Civlopedea without starting a game? It'd make mod-checking much faster (and with that bug I mentioned earlier, possible).

I'm no expert but have you got the lines that give you the free unit Settler?

All this stuff:
Spoiler :
<Civilization_FreeBuildingClasses>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
</Row>
</Civilization_FreeBuildingClasses>
<Civilization_FreeTechs>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<TechType>TECH_AGRICULTURE</TechType>
</Row>
</Civilization_FreeTechs>
<Civilization_FreeUnits>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<Count>1</Count>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
</Row>
</Civilization_FreeUnits>


Thought that might do it as you would lose the game if your civ has no units from the beginning...
 
hi all
i'm new on the modding world
i want make new factions with a new leader
how i can make a new factio and a new leader?
and for make new units what i must do?
 
I'm no expert but have you got the lines that give you the free unit Settler?

All this stuff:
Spoiler :
<Civilization_FreeBuildingClasses>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
</Row>
</Civilization_FreeBuildingClasses>
<Civilization_FreeTechs>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<TechType>TECH_AGRICULTURE</TechType>
</Row>
</Civilization_FreeTechs>
<Civilization_FreeUnits>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<Count>1</Count>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
</Row>
</Civilization_FreeUnits>


Thought that might do it as you would lose the game if your civ has no units from the beginning...
I got this:
Spoiler :
<GameData>
<Civilizations>
<Row>
<Type>CIVILIZATION_CELT</Type>
<Description>TXT_KEY_CIV_CELT_DESC</Description>
<ShortDescription>TXT_KEY_CIV_CELT_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_CELT_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_CELT_PEDIA</Civilopedia>
<CivilopediaTag>TXT_KEY_CIV5_CELT</CivilopediaTag>
<DefaultPlayerColor>PLAYERCOLOR_DARK_GREEN</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_ENGLAND</ArtDefineTag>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<ArtStyleSuffix>_EURO</ArtStyleSuffix>
<ArtStylePrefix>EUROPEAN </ArtStylePrefix>
<PortraitIndex>6</PortraitIndex>
<IconAtlas>CIV_COLOR_ATLAS</IconAtlas>
<AlphaIconAtlas>CIV_ALPHA_ATLAS</AlphaIconAtlas>
<MapImage>MapEngland512.dds</MapImage>
<DawnOfManQuote>TXT_KEY_CIV5_CELT_TEXT_1</DawnOfManQuote>
<DawnOfManImage>DOM_Elizabeth.dds</DawnOfManImage>
</Row>
</Civilizations>
<Civilization_CityNames>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<CityName>TXT_KEY_CITY_NAME_BIBRACTE</CityName>
</Row>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<CityName>TXT_KEY_CITY_NAME_VIENNE</CityName>
</Row>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<CityName>TXT_KEY_CITY_NAME_TOLOSA</CityName>
</Row>
</Civilization_CityNames>
<Civilization_FreeBuildingClasses>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
</Row>
</Civilization_FreeBuildingClasses>
<Civilization_FreeTechs>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<TechType>TECH_AGRICULTURE</TechType>
</Row>
</Civilization_FreeTechs>
<Civilization_FreeUnits>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<Count>1</Count>
<UnitAIType>UNITAI_SETTLER</UnitAIType>
</Row>
</Civilization_FreeUnits>
<Civilization_Leaders>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<LeaderheadType>LEADER_ELIZABETH</LeaderheadType>
</Row>
</Civilization_Leaders>
<Civilization_Start_Region_Priority>
<Row>
<CivilizationType>CIVILIZATION_CELT</CivilizationType>
<RegionType>REGION_FOREST</RegionType>
</Row>
</Civilization_Start_Region_Priority>
</GameData>
 
Hello Kael I am trying to finish adding the example building the Palisade. But where do I put the last tag for the building text? Sorry I am a complete noob to modding.
 
Once you've built the mod you can play it. Gong into Online services makes it available to everyone else, but it is available to you without doing that step.

Unfortunately, it's not available. Mods I put into the Mods directory do not show up under "mods" in the game screen. I built it in the "buddy", I moved it from the "package" to the MODS dir, but the game stays absolutely blind and ignorant and does not see no mod.
 
I'm no expert but have you got the lines that give you the free unit Settler?Thought that might do it as you would lose the game if your civ has no units from the beginning...

Of course. That's the first thing I thought of.

But that wouldn't effect the Germans or the Mali or anyone else would it?

My problem is effecting everyone after I try to load my mod.
 
I asked this in another thread a while ago, but I really need an answer. Can the Delete command accept specific conditions? Every example I've seen involves deleting entire civilizations, entire units, etc. But what if I just want to delete one field from one civilization/unit/whatever? Can that be done?
 
I asked this in another thread a while ago, but I really need an answer. Can the Delete command accept specific conditions? Every example I've seen involves deleting entire civilizations, entire units, etc. But what if I just want to delete one field from one civilization/unit/whatever? Can that be done?
You can't delete a field, you can only delete rows. You can, however, update a field conditionally, or delete a row conditionally.
 
Just update the field so it has the default value.

Thank you, both of you. Just one more thing;

Code:
		<Row>
			<PolicyType>POLICY_OLIGARCHY</PolicyType>
			<PromotionType>PROMOTION_OLIGARCHY</PromotionType>
		</Row>

What would be the default value for <PromotionType>?
 
Thank you, both of you. Just one more thing;

Code:
		<Row>
			<PolicyType>POLICY_OLIGARCHY</PolicyType>
			<PromotionType>PROMOTION_OLIGARCHY</PromotionType>
		</Row>

What would be the default value for <PromotionType>?
I'm assuming that that is in a table called something like Policy_Promotions, containing pairs of policy keys and promotion keys. I assume further that you're trying to remove the combat bonus from Oligarchy. If this is correct, what you actually want to do is <delete> from that table where PolicyType="POLICY_OLIGARCHY". This won't remove the Oligarchy policy; rather, it will remove the promotion effect from the Oligarchy policy.
 
Yeah, I figured it would be NONE, but I guess this is one case where deleting would actually be easier.

I really do appreciate the help. I hate asking so many questions, but this whole modular loading system that Civ5 seems to love so much makes everything 2x as hard and take 10x as long. :sad:
 
Yeah, I figured it would be NONE, but I guess this is one case where deleting would actually be easier.

I really do appreciate the help. I hate asking so many questions, but this whole modular loading system that Civ5 seems to love so much makes everything 2x as hard and take 10x as long. :sad:

Not really, you just have to get used to it. And the benefits are WELL worth it; Means that different mods work together well.
 
Yeah, I figured it would be NONE, but I guess this is one case where deleting would actually be easier.

I really do appreciate the help. I hate asking so many questions, but this whole modular loading system that Civ5 seems to love so much makes everything 2x as hard and take 10x as long. :sad:
On the other hand, once you're used to it, it makes more sense (this is quite quick for a person with a lot of technical and theoretical experience, as the new design is academically pretty damn good). Plus, it allows mods to stack on top of each other. In terms of database changes, each mod is a set of changes to the database, rather than a replacement database. This means that they can be combined freely, within reason.
 
This is probably a really dumb question but where exactly are the xml files? The guide says install directory\assets... but assets doesn't seem to be there. I have cache, logs, maps,moddedsaves, mods, etc
 
awesome thanks

Edit: Alright I've got enother problem. I'm changing global defines and not really sure what to do with the "where" command here... so far I'm trying this to double city strength:

<GameData>
<Defines>
<Update>
<Set Value="1200"/>
<Where Row Name="CITY_STRENGTH_DEFAULT"/>
</Update>
</Defines>
</GameData>

which crashes the game.

Edit: nvm, the row name = was throwing me off, I just needed Name in place of Row Name.
 
I wanted to have a look at the DOM_xxx.dds files...but I cant' find them. Are they packed in some other files?
 
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