Set-Up A 'Reference' to my mod within yours
If your want to make it optional I think you'd still want to add a reference to my mod so that when are both enabled, my mod loads 1st.
The mod id you need for the reference is
Code:
fe245559-0525-41bb-9e1c-b281e018b5fc
If you've never done references, blocks, or dependancies before they are done under the "Associations" tab under mod properties. If you leave the minimum version to "0" and the maximum version at "999" any new version updates I release will still work for you.
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Add a Great Generals and Admirals file within your mod
If you look through my mod you'll see two folders called
Great Admirals and
Great Generals. Within the Great Generals folder, for example, there's an XML file called
UnitNames_GGenerals.xml. This has commands exclusive to Great Generals names for the
<Unit_UniqueNames> table. Notice that I delete all previous data provided from Firaxis at the very top of this file. This gives me a clean slate to work from. You may or may not want to do the same, and then as I did rebuild the table from scratch so far as Great Generals is concerned.
The way my mod works is that I added a new column for
<CivilizationType> to the table
<Unit_UniqueNames>. And then my lua handles what needs to be done with the new column. As long as my mod loads 1st all you will have to do is manipulate the names within the
<Unit_UniqueNames> table as appropriate for a WWI scenario. This is why I'm thinking it might work better for you to keep the <Delete> command at the top of your changes. It shouldn't really matter that my mod loads, deletes the data for Great Generals, rebuilds it all, and then your mod does the same process all over again, I wouldn't think. But to be absolutely sure, before you release anything, you should run your scenario both with my mod enabled and with my mod disabled. When My mod is disabled it should tend to make the file within your mod for great general names fail because the game at that point won't know what to do with this
<CivilizationType> you're using in the
<Unit_UniqueNames> table.
If you look at the format I used for adding new names of Generals, you'll see I'm using a format of:
Code:
<!-- CIVILIZATION_AMERICA -->
<Row UnitType="UNIT_GREAT_GENERAL" UniqueName="TXT_KEY_GREAT_PERSON_WINFIELD_SCOTT" CivilizationType="CIVILIZATION_AMERICA" />
<Row UnitType="UNIT_GREAT_GENERAL" UniqueName="TXT_KEY_GREAT_PERSON_ROBERT_LEE" CivilizationType="CIVILIZATION_AMERICA" />
This is exactly equivalent to:
Code:
<!-- CIVILIZATION_AMERICA -->
<Row>
<UnitType>UNIT_GREAT_GENERAL</UnitType>
<UniqueName>TXT_KEY_GREAT_PERSON_WINFIELD_SCOTT</UniqueName>
<CivilizationType>CIVILIZATION_AMERICA</CivilizationType>
</Row>
<Row>
<UnitType>UNIT_GREAT_GENERAL</UnitType>
<UniqueName>TXT_KEY_GREAT_PERSON_ROBERT_LEE</UniqueName>
<CivilizationType>CIVILIZATION_AMERICA</CivilizationType>
</Row>
My lua absolutely depends on the <UniqueName> column being presented in a format of TXT_KEY_GREAT_PERSON_SOMEBODYS_NAME. This means you will also need a <Language_en_US> table for the Great General names that show to the player. But in the <Language_en_US> table you create you will not want to have any repeats of what the game starts with
or what I used within my mod. Obviously you can change the text that appears in-game by using <Updates> to any of the TXT_KEYS I used, or the ones the game provides within the <Language_en_US> table.
If you look in the Great Admirals folder, you will see I used the same approach for Admirals.
If parts of this are not clear obviously just message back and I'll try to clarify.