HOW TO: Create a Civilization

fts said:


I began checking your info... and I know why your mod doesnt work...

It is incomplete! :mischief:

you put all the art files in...

but you only added the CIV4CivilizationInfos.xml file for Italia Civ
(However you did not define your custom leaders - you used Roosevelt and Washington :eek: )

You did not define your leaders in CIV4LeaderheadInfos.xml
(or I did not find them)

You did not define your unique units (if you used any) CIV4UnitInfos.xml file
(or I did not find them)

you also are missing alot of XML files that need to be edited when adding Civ

I suggest you follow this tutorial (which is more complete than this one):

http://forums.civfanatics.com/showthread.php?t=148507

It should explain exactly what you need to do to add a Civ including flags/unique units/etc

after you follow those instructions you should be good to go...:goodjob:


if you still have problems... let me know and I'll try to help you again ;)


your mod is just way too incomplete for even me to work on....:sad:



FYI: You might want to place any new info at the END of the XML file... where it will be easier to find :D
 
all you need is there:
leader: vittorio emanuele II
unit: garibaldi
team color: italia

the pics are also there... i've tried to do that, but don't understand all
 
fts said:
all you need is there:
leader: vittorio emanuele II
unit: garibaldi
team color: italia

the pics are also there... i've tried to do that, but don't understand all


do you want me to make those missing files? :confused:

because I dont have time to do it


I suggest you check that tutorial I posted previously

FYI: you also need to define the characteristics/values of your units/civ/etc because they can vary and that is up to the creator
 
When doing LeaderHeads what are the two numbers for: see the ones in red:
<Button>,Art/interface/LeaderHeads/Btn_LH_Aztec_Montezuma.dds,Art/Interface/
Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,6,10</Button>


Also what am i doing wrong here: <LeaderheadArtInfo>
<Type>ART_DEF_LEADER_ODA</Type>
<Button>,Art/interface/LeaderHeads/odab.dds</Button>
<NIF>art/LeaderHeads/Oda/Odanobunaga.dds</NIF>
<KFM/>
<NoShaderNIF/>
<BackgroundKFM/>
</LeaderheadArtInfo>
 
strategyonly said:
When doing LeaderHeads what are the two numbers for: see the ones in red:
<Button>,Art/interface/LeaderHeads/Btn_LH_Aztec_Montezuma.dds,Art/Interface/
Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,6,10</Button>

those numbers are for the atlas.... however if you use a custom image, you usually dont use that last part....

it should look something like this:


Code:
<Button>Art/interface/LeaderHeads/Btn_LH_Aztec_Montezuma.dds</Button>


strategyonly said:
Also what am i doing wrong here: <LeaderheadArtInfo>
<Type>ART_DEF_LEADER_ODA</Type>
<Button>,Art/interface/LeaderHeads/odab.dds</Button>
<NIF>art/LeaderHeads/Oda/Odanobunaga.dds</NIF>
<KFM/>
<NoShaderNIF/>
<BackgroundKFM/>
</LeaderheadArtInfo>

Im not sure but I removed the comma and that might work:

this:

Code:
			<Button>,Art/interface/LeaderHeads/odab.dds</Button>


should look like this:

Code:
			<Button>Art/interface/LeaderHeads/odab.dds</Button>

(Note comma removed)


I hope that helps ;)
 
strategyonly said:
NOPE didnt work?? I tried using the map and it even left his name off the list and made it a random choice?

Check the Civilopedia and make sure you can see his Image (BOTH large and small button)

If you cannot see him or his listing... then your dds files are wrong

the button needs to be 64 x 64

the diplomacy image needs to be 512 x 512


also make sure the path is correct and the images are in the right directory

hope that helps ;)
 
When I create the building for my civ, I click on it to create it, and the game crashes!!! A lot of people say that I have to make sure that my building's art is defined in Civ4ArtDefines_Building.xml file, which it is!!! I copied and pasted the ART_DEF_BUILDING_YOURBUILDING onto the Civ4ArtDefines_Building.xml, and it still doesn't work!!!

HELP!!!:confused:
 
esnaz said:
When I create the building for my civ, I click on it to create it, and the game crashes!!! A lot of people say that I have to make sure that my building's art is defined in Civ4ArtDefines_Building.xml file, which it is!!! I copied and pasted the ART_DEF_BUILDING_YOURBUILDING onto the Civ4ArtDefines_Building.xml, and it still doesn't work!!!

HELP!!!:confused:


usually when the game crashes... the images (.dds files) are the wrong size and/or quality (alpha channel)

remember buttons need to be 64 x 64 (dds)

the only item that really needs alpha channel is the flag...

... although specialists/great specialists, resources, and some other images I cant remember use alpha channel also... but that is not vital to the game...

(The flag wont appear if there is no correct alpha channel put into image)


so check all your image formats (dds files) and make sure they are the right size and type...


or if you want that building MODEL to appear in the game (city view map) you may have edited CIV4CityLSystem.xml file

unless you know what your doing... or really really really want that building model to appear in the city game map.... I would not mess with it.... (causes crashes if it is not exactly edited right)

In the long run it is only cosmetic and only will not APPEAR in the game... but the building characteristics will be in the games format....

(I dont use it in my mod)

hope that helps ;)
 
I suggest you put your info here in a spoiler, that way someone could look at what you have and see, its alot easier looking at the problem rather than writing about it, just a thought. But 98% of the problem is just what Officer Reene said. Mine was a darn extra . once. Something so simple yet so far away.
 
How would I go about replacing an existing leaderhead? Isabella's, for example?


can you be alittle bit more specific?

I dont know why'd you want to replace it... you can just copy it but put your info (see original thread posts) you'd want...

if you want to make sure Isabella not being able to pick by human players... well you can disable it by editing a copied file of CIV4CivilizationInfos.xml file (making sure it's in your modded folders) and find this:

Code:
				<Leader>
					<LeaderName>LEADER_ISABELLA</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>


and change it to this:


Code:
				<Leader>
					<LeaderName>LEADER_ISABELLA</LeaderName>
					<bLeaderAvailability>[COLOR="Blue"]0[/COLOR]</bLeaderAvailability>
				</Leader>


now if you dont want the AI to pick it in RANDOM ..then you gotta do more work... which I can explain later but its a lot of work per se... more cutting out txt and tagline info in many files....

(Easiest way is to pick your AI rivals yourself to save the grief of doing the extra work)

as previously mentioned you can replace her by making a new leaderhead and then change the leadername tag:

from this:

Code:
				<Leader>
					<LeaderName>LEADER_ISABELLA</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>

to this:

Code:
				<Leader>
					<LeaderName>[COLOR="Blue"]LEADER_CUSTOM_NAME[/COLOR]</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>

(FYI: LEADER_CUSTOM_NAME is just a made up name for example purposes only. you can use any name definition you want)

REMEMBER you will have to add your new Leader to the specifric xml files and have the correct .dds files and reference added. :crazyeye:

Just follow the original postings about leader and images (you dont have to worry about the civilizations part if you are not adding a new civ)


again Im not sure what is it exactly you want...

but I hope this helps ;)
 
Actually, all I wanted to do was replace the art for the leaderhead- I managed to figure it out, but thanks anyways. Cheers!
 
Actually, all I wanted to do was replace the art for the leaderhead- I managed to figure it out, but thanks anyways. Cheers!



damn if you just said that before I could have explained it faster


(and not waste my time on that since replacing images are much easier than what I thought you meant :crazyeye: )


ah well...
 
Where do you go to make a civilization?:confused:
The following is a guide to creating an entire Civilization. This walkthrough will cover XML basics along with the XML files requiring modification, how to handle the art files and make leaderheads, flags, and buttons, along with some tips to get the desired effects.

Suffice to say, there will be several mini tutorials included in this rather large tutorial. Such as creating the leaderhead, designing U.U.s, setting up the A.I. of a leader, creating custom diplomacy text, among other things.

PLAN AHEAD!
But, before you begin, it is always a good idea to know what you're doing before you rush into creating a Civilziation.

Some things you should consider:
  • City Names
    You can technically have as many city names as you can imagine or only one. The problem with having only one city name is that the second the A.I. expands it has no names to choose from, so it just selects "ANY" city name. So if you deleted all of Japan's city names except Kyoto -- and let the A.I. expand, you'll get something like Damascus or Mecca.
    I recommend having at least 12-24 default city names.​
  • Starting Techs
    Each Civ usually has starting techs. These techs can "technically" be any tech in the game. But, I recommend selecting two from the following: Hunting, Fishing, Mining, The Wheel, Mysticism, or Agriculture
  • Unique Units
    Consider the various units that can be replaced by your unique units. You might also want to have a good idea of how to balance them with specific promotions/bonuses in mind.
    Also consider the possibility of skinning the unit, which will be covered briefly in this tutorial.​
  • Leaders
    Having a good knowledge of the leader in particular along with their personality/handle of government is a must for creating a new leader. Although you can technically assign any values you wish, your leaders will come out much better if you know about them before hand.
    Along with their A.I. personality you can assign various traits, the default options are (Aggressive, Creative, Expansive, Financial, Industrious, Organized, Philosophical, and Spiritual).​

SECTION 1
The Art Files

When modifying the art files in Civilization IV, you're going to need a proper program to modify the .dds files. .DDS files are basically similar to regular bitmaps, except that they contain the same image at different sizes.
It's important to note -- I've noticed that all Civ IV files are DXT3 DDS files. This does not matter until we get into editing the files.

Firstly, you're going to need a proper program to edit these .dds files.
Personally I prefer DXTbmp, which properly generates the mipmaps (the same image at multiple resultions) and doesn't give me any serious problems (like the Photoshop plugin does).

Well the general idea with leaderheads is to have them at 512x512 like in the Greek World mod -- and have them stretched a bit in photoshop (125% width) so they stretch properly in diplomacy.

So let's say for a moment I have a really good portrait of Abraham Lincoln I'd like to make into the game that would scale properly in diplomacy without looking like his head was squeezed in a vice.

SECTION 1.1
Creating the Flag

The very first task you'll need to do to create a flag for your Civilization is a source image to create the flag from. Once you have your source image -- you want to resize its proportions to 128x128.



Here is my Carthaginian flag from my Carthage mod. As you can see it looks pretty nice at 128x128, and it's nicely set in the middle so it doesn't wrap around the actual flag mesh. There is only one problem however. When the game actually loads the image is actually "squished" by about 25% in the width.


To remedy this, we stretch the original image's width by 125% to cancel out this effect.


Which results in a properly scaled image within the game.

Now, with a properly scaled image, we can actually load the image into DXTBmp and create the .dds file.

To do this, simply load up DXTBmp. Then select File -> Open and open up your 128x128 bitmap. Now, double click the white area labeled "Alpha Channel." This should load your default paint/image editing program. Now use the paint bucket tool and fill the entire white area with black. This will make the game use your RGB values rather than the player's in-game color to define the flag.

Now, click File -> Save as -> DDS Texture. Before you save the image, click on the "Save as type" bar, and make sure that the image type is DDS DXT3. Now this image is ready for implementation.

SECTION 1.2
Creating the Leaderhead

Firstly, it's best to have a source image. Here I have a painting of Abraham Lincoln -- although it's been shrunk down for internet use.


Now, when creating a leaderhead, it is a good idea to use the ideal proportions of 512x512, and remembering our law of 125% width from our previous enounter. With this in mind, I stretch this image to the proper proportions.


Now it may look rather ugly in that sense, but once put into the game, you can see the results in diplomacy look MUCH more pleasing to the eye!


Now, you want to treat the leaderhead file exactly as you did before with the flags. Load DXTBmp. Then select File -> Open and open up your 512x512 bitmap. EXCEPT -- DO NOT SET THE ALPHA CHANNEL BLACK! Click File -> Save as -> DDS Texture. Before you save the image, click on the "Save as type" bar, and make sure that the image type is DDS DXT3. Now this image is ready for implementation.

SECTION 1.3
Creating Buttons

Before you start creating buttons. Typically you'll need three buttons. One for the leaderhead, one for your Civ flag, and one for your Unique Unit. Make your buttons with this in mind for your Civilization.

Button sizes are typically 64x64 pixels. The best idea when creating a button is to firstly create the image for the 64x64 image file. Then, put the image into the Civ4 border. The reason behind the border is that they create an illusion of a button shadow when the alpha channels are applied. This is the border I use; feel free to use it in your mods.



The only difference now is the alpha channel. Here is the actual alpha channel used globally for Civ4 buttons. Make sure to set this up before you save your DXT3 files.



SECTION 1.4
File Arrangements

Now that you've created the Art files you need to create the actual mod directory and place the files in their proper directories.

Firstly, go into your Program Files\Firaxis Games\Sid Meier's Civilization IV\Mods directory. Note: Do not go into _Civ4CustomMods directory or your My Games\Sid Meier's Civilization IV directory. Or else save files may not work properly with your modification.

Now, create a directory of your choosing therein. So it'll be something like Sid Meier's Civilization IV\Mods\YourCiv\.

Inside that directory -- create the following folders and place the art files.
YourCiv\Assets\Art\Interface\Buttons\Civilizations\(your civ's button here)
YourCiv\Assets\Art\Interface\Buttons\Units\(your UU's button here)
YourCiv\Assets\Art\Interface\TeamColor\(your flag here)
YourCiv\Assets\Art\Interface\Leaderheads\(your leaderhead here)
YourCiv\Assets\Art\Interface\Leaderheads\(your leaderhead's button here)

Fortunately, you do not actually need to specify a .ini file, as you will see in most mod directories, within the directory. It will be created automatically when the modification is loaded. It need only be modified if you feel it nessicary after you load your mod the first time.
 
First off I would download a user made civ and install it per directions. From there I would make some alterations to that file/mod to play around with what subtle changes affect what in game. Trial and error is how every modder figures things out.

Remember to not alter core files. Read this post first.
 
About the Leaderhead, is there a way to take a leaderhead like... say... Cyrus, and simply edit his colors by converting the DDS file to a bmp like you would when editing a Black and White 2 creature?
 
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