Wow, I just do not understand LUA yet. I had two classes at UT on C++. That doesn't worry me but this LUA looks like voodoo to me. Any chance there is a more basic tutorial I can read? I read through your "adding a new screen" tutorial and was lost.
Any additional trouble you could say you had in the "New Civilization" chapter? My civilization appears in the list to choose from if I use existing leaders, but if I try to create a new leader it does not work. I've checked to make sure it's adding itself to the database.
Kael, or whoever...I'm trying to set up a huge world (Earth) map, loading the pre-save huge world map that shipped with the game. I can't see how to SCROLL the map so that I can move it around. I'm looking for a mechanism similar to the hand tool or navigator window of photoshop. Am I just dumb? What do I do?
I just wanted to mention that there's also an XML reference on the modiki. It's not as complete as the civ4 one (it doesn't yet have detailed descriptions for what every tag does) but nearly every schema table is there.
Wow, I just do not understand LUA yet. I had two classes at UT on C++. That doesn't worry me but this LUA looks like voodoo to me. Any chance there is a more basic tutorial I can read? I read through your "adding a new screen" tutorial and was lost.
You know what... This is what I have been doing wrong. And Dale has mentioned it several times to me and I'm just like; but, but but...
So in ModBuddy I created too folders, one for XML and another folder inside of it called Units. I would right click the Units folder and select "Add-> Existing Item", I would then browse to the Civ5Units.xml file. All in its glory hole it displays the information I need ot edit. Even if I edited a section correctly using <update> tags and what not, it would not load for me. So I just deleted it and instead of choosing Existing file, I choose "New Item" and sure enough it works.
And I had the wrong file path in the Actions tab of the mod properties; Set is of course OnModActivated, Type is UpdateDatabase, and the FileName is: what your mod tree structure is. In my example XML/Units/UnitTweaks.xml.
Well ok, now were getting somewhere. Thanx again Kael and Dale.