bane_
Howardianism High-Priest
- Joined
- Nov 27, 2013
- Messages
- 1,559
Is this guide still up to date if I intend to create a new civilization?
Yes.
Is this guide still up to date if I intend to create a new civilization?
I've been wanting to add altitude to the tiles, thus making them impossible to enter if there is to high difference from the one next to it, but also to be able to create more realistic maps, is this at all possible as a mod?
Im not sure if its just my connection but the pdf now seems inaccessible.
Gone for me as well
Attached to this post. I'll ask a mod to move it somewhere and update the link in the OP
blocks; it retains the code's indentation and makes it easier to read.
4) Kael's guide does NOT cover absolutely every kind of mod you want to code; in fact, I'd say it's best used for an introduction for making a new civ.
The code looks OK so far as that goes. The issue(s) would be whether the game also wants the player to have the Radar tech. I was under the impression that the "Airlift" column was the only thing needed to enable instant air transport. "Airlift" is what allows the airport building to transport units between cities, but I think you need two cities each with an Airport, so you may need two cities each with a Harbor to allow unit transport between them.Hey I recently have been working on a mod for civilization 5 that adds the airlift feature to harbors. I havnt been able to get it to work and after asking for help I recieved usfull advice but I have not been able to solve the problem.
My current XML is
If someone can help me correct my mistakes I would be very greatful.Code:<GameData> <Buildings> <Update> <Where Type="BUILDING_HARBOR"/> <Set Airlift="true"/> </Update> </Buildings> </GameData>
[snipped], but 4 main things:
1) Here on the forums, we generally start new threads - in the main C&C forum - to ask about modding problems, not in a tutorial thread.
2) There could be SO many other problems with your mod other than just that part of your XML, so that doesn't tell us very much. (Although that XML is syntactically correct)
3) Wrap code inCode:blocks; it retains the code's indentation and makes it easier to read. 4) Kael's guide does NOT cover absolutely every kind of mod you want to code; in fact, I'd say it's best used for an introduction for making a new civ.[/QUOTE] This ! Except that I think Kael's guide is still a good intro into the theory and methods needed for CIV5 modding
The code looks OK so far as that goes. The issue(s) would be whether the game also wants the player to have the Radar tech. I was under the impression that the "Airlift" column was the only thing needed to enable instant air transport. "Airlift" is what allows the airport building to transport units between cities, but I think you need two cities each with an Airport, so you may need two cities each with a Harbor to allow unit transport between them.
This ! Except that I think Kael's guide is still a good intro into the theory and methods needed for CIV5 modding
I'm trying to edit happiness and unhappiness values of buildings, resources and globaldefines. For example my globaldefines.xml is like this:
<Row Name="UNHAPPINESS_PER_POPULATION">
<Update>
<Where Name="UNHAPPINESS_PER_POPULATION"/>
<Set>
<Value>0</Value>
</Set>
</Update>
</Row>
But it doesn't work. Also changes in buildings.xml and resources.xml don't work too.
Are you attempting to make a mod, or are you directly editing the game's original files?