Quick Modding Questions Thread

What's BUG mod component do?



Is it necessary? Which file have relationship with this button on image?

If i play multiplayer/online is this button here?

Is this button for singleplayer only?
 
The fact is, diversity is more about imagination and the ability to balance more than technical ability in modding, practically everything can be Copy/paste tweaked to taste through xml, which is just time and word processing, and with all of the base mods and mod comps out there, you can do a lot with very little skill (I am a good example here! :p ) So why not study a few xml tutorials here, pick a base mod that you like for features, then get diversifying!

That makes a lot of sense. I feel inspired already :)
BtW, will this stuff be only XML or python too?

What's BUG mod component do?



Is it necessary? Which file have relationship with this button on image?

If i play multiplayer/online is this button here?

Is this button for singleplayer only?

It greatly improves the UI (User Interface). It's pretty much a must-have.
Not being a multiplayer myself, I don't know about it's compatibilities.
 
There is now a growing alternative, in Platy's work to BuG, I am not sure all the differences, (I currently have BuG running via K-mod at the moment, but I am conducting enquiries into the potential of a switch for our mod.

@Ak, it really depends how far you want to go with it.. (be warned this does get addictive, after you make that first change you just want to make another and another and another!!) You can do a lot with xml building stats, units stats, etc, python and sdk is for much deeper stuff (and there are many modcomps you can pinch and adapt when the time comes) but putting in new buildings and units and religions(this might be slightly more complicated. Changing existing ones a bit is pretty easy though or giving them special buildings etc. is easy)

My advice is go and read a tutorial and add a building or a unit, once you havee done it once and succeeded, you will either be fed up or addicted and ready to do loads.
 
@Ak, it really depends how far you want to go with it.. (be warned this does get addictive, after you make that first change you just want to make another and another and another!!) You can do a lot with xml building stats, units stats, etc, python and sdk is for much deeper stuff (and there are many modcomps you can pinch and adapt when the time comes) but putting in new buildings and units and religions(this might be slightly more complicated. Changing existing ones a bit is pretty easy though or giving them special buildings etc. is easy)

My advice is go and read a tutorial and add a building or a unit, once you havee done it once and succeeded, you will either be fed up or addicted and ready to do loads.

Random event effects would be python or XML?
Also, thanks for the advice :D
 
Not much of a modding question, but is there a mod based on diversity? As in, unique abilities for each civ, differences between religions and stuff like that. Kinda like FFH2 does, but based on vanilla cIV.

Doesn't Pie's Ancient Europe do that with the tech tree? IE parts of the tech tree are only available to specific civs which means the buildings and units available to each nation is different as well.
 
Random event effects would be python or XML?
Also, thanks for the advice :D

The basic setup for random events is XML, that is they all have XML. However, a lot of events also have Python associated with them. You can use Python to specify the condition that an event or event trigger requires to make it valid, and you can use Python to cause them to have an effect that is beyond what the XML allows. You can also use Python to specify help text.

There are a lot of events that use at least some Python. I think it is somewhere around 25% that use some Python for something in regular BtS.

The event and event trigger XML itself has tags that specify what Python function to use for various things. It isn't some add-on or work-around someone figured out how to do, it was designed to use it. Event triggers have these Python related tags: PythonCanDo, PythonCanDoCity, PythonCanDoUnit, and PythonCallback. The events have these: PythonCallback, PythonExpireCheck, PythonCanDo, PythonHelp. You use those tags to tell it what Python function to use in the CvRandomEventInterface.py file.

If everything you want an event to do can be done via XML, and there are a lot of options, then you don't need to touch Python. If you want to do something that has no tags in the XML to allow it to do, then you use the Python.
 
I made a change in the cvcityai.cpp where the ai tries to keep more units on defense, to compensate, I tried to give the ai some free units at the start of the game- so as not to slow them down too much.

So far they rarely declare war compared to before.

But Im not noticing the ai actually receiving many free units at the start of the game- I tried 6 and 8 under handicapinfo under BTS. Is there a 4 max? Im gonna try 4 "aidefenseunits" and then use the multiplier (set to 1 from 0) and hope they get 8 starting units.

Anyone know what Im running into?
 
I have a question. My vanilla mod runs well on my PC, but when my buddy installs it the loading screen seems to stop at "loading XML (uncached)" with no further error or notice. What can this be? How to fix it? Tks ;)
 
I search for last full version "Rise of Mankind" and "Rise of Mankind: A New Dawn". Can someone give me links, i really can't manage, there is lots of ROM components and Patches.
 
I don't think there are many mod comps just for events, my advice would be download the ones you found and compare it to the bts events, they probably won't be too hard to update, there will just be some extra lines needed, so count the number of lines in a van. Event and the number in a bts event and that will give you an idea of how much more work you would need to do :D
 
The music for each era is listed in the CIV4EraInfos.xml file.

How do I put in my own soundtracks, then? I tried to alter LoR- put each Mp3 file in the soundtrack file and edited CIV4EraInfos appropriately- but I just don't see a difference.
 
TXT_KEY is not for images, it is for words, in this instance it is the name of your leader, you need to make a text file (copy one from bts from the XML/text folder) then write in the TXT_ and add your leaders name in the next string.

Here is my leader text file for a reference you can even change everything and use it as your own.

@mouth wash: Are you that MP3 is compatible? I thought it was only .wav also there are tutorials for adding sound try searching somthing like 'custom unit sounds'
 

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TXT_KEY is not for images, it is for words, in this instance it is the name of your leader, you need to make a text file (copy one from bts from the XML/text folder) then write in the TXT_ and add your leaders name in the next string.

Here is my leader text file for a reference you can even change everything and use it as your own.

@mouth wash: Are you that MP3 is compatible? I thought it was only .wav also there are tutorials for adding sound try searching somthing like 'custom unit sounds'

They're definitely compatible. I've added soundtracks to Caveman2Cosmos before... of course, that mod makes it easy. A folder for each era. I just put the Mp3 tracks in them accordingly. No XML editing at all.
 
I'd like for the baray- unique building of the Khmer- to provide ivory in the cities in which its built. So they can always use their Unique Unit. How would I do that?
 
Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_GUN_LOCKER</BuildingClass>
<Type>BUILDING_GUN_LOCKER</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_GUN_LOCKER</Description>
<Civilopedia>TXT_KEY_BUILDING_GUN_LOCKER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_GUN_LOCKER_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_GUN_LOCKER</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_SMALL_ARMS</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits/>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>BONUS_COPPER</FreeBonus>
<iNumFreeBonuses>1</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<iUnhealthyPopulationModifier>0</iUnhealthyPopulationModifier>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>1200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>10</iMinAreaSize>
<iConquestProb>66</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>4</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldChanges>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_BANK</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_VAULT</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>
 
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