Ahwaric
Shrubbery-hugger
First, sorry for starting another thread, with questions that probably were answered over and over.
Unfortunatelly, I can't find answers to some of my problems, and I am starting to feel frustrated. So before I explode or will underestimate Civ5 modding, let me ask
In short, I am working on total conversion mod and would like to start with clean database regarding techs, civilizations, units and buildings, then add my own, though some using the same names.
1. Is there a way to make game overwrite the default assets with my own?
I.e. I have replaced the agriculture tech, or simply its description. I understand I should delete agriculture tech (or description) and then add another tech of that name? Is it possible?
2. Deleting techs
As an experiment, I have tried to add fishing tech and remove future tech. If I do only one thing at a time, it works fine. BUt If I put both deleting and adding parts in one file, it does nothing. If I put it in different files, one for delete and one for add, the game crashes on mod start.
3. C++
A very basic question, but one not covered by Kael's excellent guide. How do I access C++ edition? And how would I add table line to make a tag work?
4. Is it normal that it is hard to add Actions in mod properties? It takes me several tries to put OnModActivated and UpdateDatabase, usually if I hit enter it goes blank and I have to try again.
I would prefer xml solutions whenever possible, for several reasons I do not feel comfortable with sql edition.
Thanks for any help guys. The Orbis 2 existence is in your hands.
Edit: Just in case, the code for tech changes I am using.
and the deleting:
Also, text file
In the attachment, you can see what I get in Database.log after the crash
EditŁ removed - only general bugs were in
Unfortunatelly, I can't find answers to some of my problems, and I am starting to feel frustrated. So before I explode or will underestimate Civ5 modding, let me ask
In short, I am working on total conversion mod and would like to start with clean database regarding techs, civilizations, units and buildings, then add my own, though some using the same names.
1. Is there a way to make game overwrite the default assets with my own?
I.e. I have replaced the agriculture tech, or simply its description. I understand I should delete agriculture tech (or description) and then add another tech of that name? Is it possible?
2. Deleting techs
As an experiment, I have tried to add fishing tech and remove future tech. If I do only one thing at a time, it works fine. BUt If I put both deleting and adding parts in one file, it does nothing. If I put it in different files, one for delete and one for add, the game crashes on mod start.
3. C++
A very basic question, but one not covered by Kael's excellent guide. How do I access C++ edition? And how would I add table line to make a tag work?
4. Is it normal that it is hard to add Actions in mod properties? It takes me several tries to put OnModActivated and UpdateDatabase, usually if I hit enter it goes blank and I have to try again.
I would prefer xml solutions whenever possible, for several reasons I do not feel comfortable with sql edition.
Thanks for any help guys. The Orbis 2 existence is in your hands.
Edit: Just in case, the code for tech changes I am using.
Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created with the Orbis II xlsm editor by Ahwaric -->
<GameData>
<Technologies>
<Row>
<Type>TECH_FISHING</Type>
<Description>TXT_KEY_TECH_FISHING_TITLE</Description>
<Civilopedia>TXT_KEY_TECH_FISHING_DESC</Civilopedia>
<Help>TXT_KEY_TECH_FISHING_HELP</Help>
<Quote>TXT_KEY_TECH_FISHING_QUOTE</Quote>
<PortraitIndex>13</PortraitIndex>
<IconAtlas>TECH_ATLAS_2</IconAtlas>
<AudioIntro>AS2D_TECH_TRAPPING</AudioIntro>
<AudioIntroHeader>AS2D_HEADING_TECH_TRAPPING</AudioIntroHeader>
<Era>ERA_ANCIENT</Era>
<GridX>0</GridX>
<GridY>3</GridY>
<Cost>55</Cost>
<Trade>true</Trade>
<GoodyTech>true</GoodyTech>
</Row>
</Technologies>
<Technology_DomainExtraMoves>
</Technology_DomainExtraMoves>
<Technology_ORPrereqTechs>
</Technology_ORPrereqTechs>
<Technology_PrereqTechs>
<Row>
<TechType>TECH_FISHING</TechType>
<PrereqTech>TECH_TRAPPING</PrereqTech>
</Row>
</Technology_PrereqTechs>
<Technology_Flavors>
<Row>
<TechType>TECH_FISHING</TechType>
<FlavorType>FLAVOR_GOLD</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<TechType>TECH_FISHING</TechType>
<FlavorType>FLAVOR_TILE_IMPROVEMENT</FlavorType>
<Flavor>2</Flavor>
</Row>
</Technology_Flavors>
</GameData>
Spoiler :
Code:
<GameData>
<Technologies>
<Delete Type="TECH_FUTURE_TECH"/>
</Technologies>
</GameData>
Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created with the Orbis II xlsm editor by Ahwaric -->
<GameData>
<Language_en_US>
<Row Tag="TXT_KEY_TECH_FISHING_TITLE">
<Text>Fishing</Text>
</Row>
<Row Tag="TXT_KEY_TECH_FISHING_DESC">
<Text>Fishing</Text>
</Row>
<Row Tag="TXT_KEY_TECH_FISHING_HELP">
<Text>Fishing</Text>
</Row>
<Row Tag="TXT_KEY_TECH_FISHING_QUOTE">
<Text>Fishing</Text>
</Row>
</Language_en_US>
</GameData>
EditŁ removed - only general bugs were in