Grakl
Chieftain
Well, I have good news, I have the CIV4CivilizationInfos.xml all parsed and into controls. Only took a few hours. In theory, all I need is to continue parsing the xmls that contain all the information that CIV4CivilizationInfos.xml tags point to, it should be usable soon.
At launch, it should support:
1) Creating and Opening a mod
2) Adding and Removing Civs
3) Editing all values in the CIV4CivilizationInfos.xml (Assigning Civ's cities, color, units, buildings, etc..)
4) Viewing lists of units, buildings, techs, civics, etc.. that exist in the mod
5) Editing all values in the Civ4LeaderInfos.xml
6) Assigning Leaderhead files (A viewer is iffy until I do more research on the formats and display controls)
7) Assigning Intro Graphics (was one of my favorite bits I accomplished once I found out how to do it by hand...simple, sadly)
8) Assigning audio files
9) A folder selection (asked once and only once) and a "Recent Mods" menu command to quickly load your mods.
I'd eventually like to offer a full unit, tech, building, and civilopedia editor, but that would multiply the time it would take (not to mention chance of failure) to get something usable out the door for the first release.
Also, I'm a little worried about supporting custom tags for the more advanced mods. At the very least, I want to have an editor that doesn't overwrite tags it doesn't expect.
Modular XML is also under consideration, as this would alter the folder structure of mods.
At launch, it should support:
1) Creating and Opening a mod
2) Adding and Removing Civs
3) Editing all values in the CIV4CivilizationInfos.xml (Assigning Civ's cities, color, units, buildings, etc..)
4) Viewing lists of units, buildings, techs, civics, etc.. that exist in the mod
5) Editing all values in the Civ4LeaderInfos.xml
6) Assigning Leaderhead files (A viewer is iffy until I do more research on the formats and display controls)
7) Assigning Intro Graphics (was one of my favorite bits I accomplished once I found out how to do it by hand...simple, sadly)
8) Assigning audio files
9) A folder selection (asked once and only once) and a "Recent Mods" menu command to quickly load your mods.
I'd eventually like to offer a full unit, tech, building, and civilopedia editor, but that would multiply the time it would take (not to mention chance of failure) to get something usable out the door for the first release.
Also, I'm a little worried about supporting custom tags for the more advanced mods. At the very least, I want to have an editor that doesn't overwrite tags it doesn't expect.
Modular XML is also under consideration, as this would alter the folder structure of mods.