Valkrionn
The Hamster King
I will be constructing this post over the next few days.
This will probably be answered in your guide once you have the time to get to it, but I have just one quick question. How do I set a specific XML file to override the original from within a module rather than simply adding onto it? For example, I have a module that adds some new leaders, and in that module I have a CIV4CivilizationInfos.xml where I've removed the old leaders for a civ and added the new ones. Yet when I load the game with that module I see both the old leaders and the new ones for that civ, which is not what I want.
You don't actually have to rename the schema, but if you don't any later patch that alters the schema will break your module.
thx!
another question. wanted to make a spell that converts all living resources into a drained resource. that wasnt too hard as i could copy the fertility code and modify it. but then i want the bonus to return to its original form some turns later. i have no idea how to achieve this.
Is there a way to do this like improvements say "10 turns to village"?
If not i could do it like its done with hell terrain and turn the terrain to something drained earth like thingy for 10 turns and then turn it back to the old form but i dont know how to do that, either.
Im learning a little modding by myself, but how do I make a specific unit non buildable?
Im making sheaim (my favourite civ) more funnier, I have a lot of questions but I have solved some by just looking the code.
Is there any good tutorial about how to add units or change unit art?
Thanks!
Is it possible to use relative path to base schema ?? (( Like: "../../Assets/Units/CIV4UnitSchema.xml" ))<Civ4UnitInfos xmlns="x-schema:CIV4UnitSchema.xml">
to
<Civ4UnitInfos xmlns="x-schema:YourModName_CIV4UnitSchema.xml">
Is it possible to use relative path to base schema ?? (( Like: "../../Assets/Units/CIV4UnitSchema.xml" ))