Modder's Documentation

MS Paint says it cant read the format those dds are in. It can read some of them eg the religion ones. What is DXT Manipular?

<rant on>Last night before going to bed I had most of the fix for the Colonist and Pioneer working. This morning none of the c2c python is being loaded!<rant off>

Its a dds makefile i believe its the 3rd one from the bottom right??

http://www.mwgfx.co.uk/index.htm

This is the only one i use to make dds files.
 
Why is it that I can't make any XML changes in your Version 33? Every time I try to save a change I keep getting an error message that the file is open in another program.

Never mind. I figured it out.
 
people still are not understanding the power of WoC and continue to try and make life difficult for other modders there by.

If you are working on something modularly you don't want to break what others are doing to the same files. Therefore you only include in your module the bits essential for the changes you are doing.

The latest examples of this have been the tech tree and heroes. I'll demonstrate what should have been done with the heroes since that is much smaller.

Sargon added in some new heroic achievements which are part of his modules so he needs to add those to the heroes but just in case people turn his module off he needs to add the XML in the same place as the achievements. However he doesn't want to break any work that others may be doing in core or elsewhere on heroes.

Example using Agueybana_II_CIV4UnitInfos.XML

What was done:
Code:
<Civ4UnitInfos xmlns="x-schema:Sargon_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_AGUEYBANA_II</Class>
			<Type>UNIT_AGUEYBANA_II</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_ARCHER</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
			</SubCombatTypes>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_AGUEYBANA_II</Description>
			<Civilopedia>TXT_KEY_UNIT_AGUEYBANA_II_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AGUEYBANA_II_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bWorkerTrade>0</bWorkerTrade>
			<bMilitaryTrade>0</bMilitaryTrade>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_PRIEST</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
				<GreatPeople>
					<GreatPeopleType>SPECIALIST_CELEBRITY</GreatPeopleType>
					<bGreatPeople>1</bGreatPeople>
				</GreatPeople>
			</GreatPeoples>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_AGRICULTURAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_COMMERCIAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_CULTURAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_INDUSTRIAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_MILITARY_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_POLITICAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_SCIENTIFIC_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_SEAFARING_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_ENVIRONMENTAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_SAFETY_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_MEDICAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TOURISM_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ARCHERY</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_ARAWAK</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>100</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>11</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>2</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>3</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AGUEYBANA_II</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>RETINUE_WAR_VETERAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>
What should have been done:
Code:
<Civ4UnitInfos xmlns="x-schema:Sargon_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_AGUEYBANA_II</Class>
			<Type>UNIT_AGUEYBANA_II</Type>
			<Buildings>
				<Building>
					<BuildingType>BUILDING_ENVIRONMENTAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_SAFETY_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_MEDICAL_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
				<Building>
					<BuildingType>BUILDING_TOURISM_ACHIEVEMENT</BuildingType>
					<bBuilding>1</bBuilding>
				</Building>
			</Buildings>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>

I could not remember if Environmental was a new achievement or a old one so left it there.​

Having it this way means that
1) It only contains stuff relevant to this module

2)Thunderbrd does not have to look at these files when changing combat stuff for the units

3) no one working on heroes needs look outside the core when making their changes or hunting bugs.​
 
2)Thunderbrd does not have to look at these files when changing combat stuff for the units
Are you saying I should set up a modular file for the combat modifications I'm making for units?
 
Perhaps you should have. It does mean that it is time consuming when we merge it all together but it also means that multiple people can work on the same files without interfering with each other and by having it modular it is easy to turn it on/off if problems are encountered. It is mainly the team stuff that makes it worth while. Until recently we have not been bumping into each other so it was not as important but as more and more people help it becomes more important.
 
This mod is the greatest, most extraordinary thing to have ever existed in the history of all life in the universe.
 
It would be very helpful if there was a comprehensive list of units that shows what folders their xml files are in. Any units that are in the main Units xml folder wouldn't have to be listed, but there are so many folders in the Modules folder that it's a real pain to have to keep going through all of them to find a particular unit. And even when I do that, half the time I still can't find the unit I'm looking for.
 
I've not been keeping up on the file path so anyone who wants to update those on units that are missing them go for it. I don't need it anymore myself because I just open up the main unit file then use grepwin to search the modules folder for all instances of a line that would only exist in a unit file then highlight all results, right click on them and select open in notepad++. There, I can search through all units for whatever I'm looking for.
 
It does give me usable icons for the individual Shamanisms I was working toward with my evolving religions mod, which is stalled at the moment.
 
It IS very cool but I wish they could apply some more specific naming to each symbol there rather than just the general category of thought under which they tend to fall and the culture that embraced these beliefs. I have a strong feeling at each symbol there are significant enough differences that they could be determined to be their own full religion, particularly if we were to develop a more evolutionary religious system.
 
To me there are two parts to evolving religion. One is about change but the other is about implementing the current religion. In the Total War mod you can apply certain "religion resources" to a religion. Each religion uses resources differently so one religion may use 3 "Cycles" where as another doesn't use any. Each resource used counts as a point towards the maturity of the religion. The maturity of the religion allows access to buildings, missionaries and influence for the take over or merger with other religions.
 
hmm... interesting. I'm thinking we might be able to do some interesting similar evolution concepts with the 'ideas' project eventually that gives a religion a maturity progression that is based on its expanding influence perhaps.
 
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