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Old Jun 28, 2012, 04:40 PM   #1
RandyG
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How to make old mod compatible with G&K

I have a custom civ that works with the base game, but it is not compatible with G&K (or at least it worked before the newest patch, I have not checked to see if it still works since the patch.

Is there a simple solution in modbuddy that will fix this (such as press this button, or check this box, etc.), or is there something more that may need to be done.

Moderator Action: Moved to appropriate forum.

Last edited by leif erikson; Jun 28, 2012 at 05:34 PM.
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Old Jun 29, 2012, 12:57 AM   #2
Equaton
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I think the only thing you need to do is add what religion the AI goes for and spy names to the civilization xml and of course the appropriate spy names in the gametext xml. You can see the changes if you compare the mongol civ in the base game and in G&K.

You can find the plain file at "C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\assets\DLC\DLC_01\Gameplay\XML\CIV5Civilization_ Mongol.xml" and the G&K file at "C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\assets\DLC\Expansion\DLC\DLC_01\Gameplay\XML\CIV 5Civilization_Mongol.xml"

This helped me with my civilization mod (whoward pointed it out).
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Old Jun 29, 2012, 02:36 AM   #3
Wolfdog
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If you are talking about unit art, Hulfgar has got it working with sql. Download hulfgars industrial mod http://forums.civfanatics.com/downlo...=file&id=19464 and use his unit sql files as a template for your own units. It says its compatible with vanila 101 674 but the unit sql files also work with Gods & Kings.
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Old Jul 01, 2012, 07:22 AM   #4
danymatrix
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and in the case of wonders? as it does to make them compatible? I've tried several and I can not make them work .. I can not find the differences .. thanks
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Old Jul 01, 2012, 08:27 AM   #5
whoward69
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If the wonders grant culture that whole aspect of buildings has changed, so they'll need adapting to the new system
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All my mods (.civ5mod files) can be downloaded from http://www.picknmixmods.com/. If you want to incorporate (parts of) my mods into your own mod(s), please read this first

Snap-shots (which are slowly going out-of-date) can still be download in zipped groups from the CfC Downloads Database - search for PickNMix - a list of what is in each zipped group can be found here
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Old Jul 01, 2012, 10:26 AM   #6
danymatrix
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oh thank you. you have an example of how the system adapts to the new culture? I dnt have any example to copy. thanks again
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Old Jul 01, 2012, 11:42 AM   #7
whoward69
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Copy one of the core game wonders from the Civ5Buildings.xml file that grants culture
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All my mods (.civ5mod files) can be downloaded from http://www.picknmixmods.com/. If you want to incorporate (parts of) my mods into your own mod(s), please read this first

Snap-shots (which are slowly going out-of-date) can still be download in zipped groups from the CfC Downloads Database - search for PickNMix - a list of what is in each zipped group can be found here
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Old Jul 01, 2012, 12:52 PM   #8
danymatrix
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ok.tkz
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Old Jul 01, 2012, 01:55 PM   #9
RandyG
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Thanks Equaton. I only needed to add religion and espionage. Also some updates to flavor, but i'm not sure if those were necessary to make it work.

danymatrix, I have not tried modding any wonders, but I did have some trouble getting my UB to work correctly. When I finally was able to get my mod to load the UB was buildable, but it was not providing the correct bonuses. I spent a couple of hours trying to get it to work, but ended up copying the new xml from the expansion and then making my changes to that code. It worked after that, though I still don't know what was so different between the old and the new. Could have just been a typo in one line or something like that.
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Old Jul 01, 2012, 01:56 PM   #10
RandyG
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Thanks Equaton. I only needed to add religion and espionage. Also some updates to flavor, but i'm not sure if those were necessary to make it work.

danymatrix,
I have not tried modding any wonders, but I did have some trouble getting my UB to work correctly. When I finally was able to get my mod to load the UB was buildable, but it was not providing the correct bonuses. I spent a couple of hours trying to get it to work, but ended up copying the new xml from the expansion and then making my changes to that code. It worked after that, though I still don't know what was so different between the old and the new. Could have just been a typo in one line or something like that.
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Old Jul 03, 2012, 06:38 PM   #11
Pablod
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wath about old scenario civ 5
to g&k
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