How to implement Mods directly with World builder

Christophm789

Chieftain
Joined
Nov 29, 2013
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Hello everyone. I have some questions regarding World builder.

I try to create a scenario where I directly implement some mods like new City state names, more major civs and city states mod (I have this one: http://www.picknmixmods.com/mods/a0000dba-aff0-41ca-b50f-d0935faa8dd2/mod.html) and if I somehow manage to understand it a mod that implements religions.
Now my problem is the following. In World builder is a option called "Mod Data Manager" (that's at least the name in the German Version). So I guess it can be used to inplement mods directly into the scenario. The problem is I can't find any tutorials or description how to use this feature, neither seems this feature intuitional to me. So here my questions:
1. I would like to know how can I use this "Mod Data Manager" and what kind of things can I implement with it?
1.1 Where are the limits of this feature and where lay its advantages?
1.2 Can I use this feature to implement a mod that gives me more major Civs in World Builder and if yes how?
1.3 Is it possible to implement scripted events with World builder? i.e. at a certain year a certain unit appears for a certain civilisation or a certain research is achieved or a Certain civilisation dies and the cities form one or two new civilisations, etc

Please I need some help here, I searched different forum for help and read through several guides but couldn't find an answer to my questions.
 
Map Mod Data is a way of identifying a script to run after the World Builder map has loaded and to optionally pass per-plot data to it. It is not a general modding tool, so you won't be able to implement any of the things you have described with it - you will need to use standard mods (ie ones created via ModBuddy) to achieve those effects.

For an example of what the script can be used for look at the RandomAfrica..civ5map and PostProcessAfrica.lua files in the BNW "Scramble For Africa" Scenario.

At a guess, this is also how the "scrambled" DLC map packs are coded
 
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