Impaler[WrG]
Civ4:Col UI programmer
3.0 version released get it on the first page!
Impaler[WrG];5055544 said:3.0 version released get it on the first page!
now that sounds usefull <ive been biding my tiem waiting on completion of the 3.0 version and next step in CEP and CIV Gold relearning XML coding and teaching myself python syntax <this old dog isnt going to be attempting SDK alteration and c++ while built on the programming languages i learned is well going to take me a goodly while to catch up on ..ie it will prolly be replaced by somethign else by the time i catch up >
Bah Fortran, Cobal, and Pascal aren't that far off C++
they are all still compilers
Are we now to break it down to the smallest parts such in a civilization for instance there are what Soundpacks...Units... Flags...Unique Units... Cities...Leaderheads???....Etc.???? or Am I reading that wrong???
Okay, so if I created the file <MODS>/<ModName>/Assets/XML/Units/My_CIV4UnitInfos.xml would it be in the "right" directory? Meaning, would it take advantage of cache loading or not? Would it require a schema in the same directory or not?
Do you think Firaxis is going to include this thing?
Are we now to break it down to the smallest parts such in a civilization for instance there are what Soundpacks...Units... Flags...Unique Units... Cities...Leaderheads???....Etc.???? or Am I reading that wrong???
check the exampel libraries impaler has made and yea its the smallest parts ..ie you have all all the files for a single unit in a small directory ..you can have many of the mini mod directories and they should all run together iot eliminates having to have a huge line by line item file that you have to change to add a unit ..you just add one unit and its done..<note i used units in the example but its just about any item thats doable like this if you dont like leader head a .just add leaderhead b can replace a or use them together ..no sweat>
Impaler[WrG];5055887 said:The DLL would load such a file and write the info to cache during loading but the better pathway would be ...
<MODS>/<ModName>/Assets/XML/Custom Units/My/My_CIV4UnitInfos.xml
Impaler[WrG];5132530 said:Slowly at the present time, Wyz is concentrating on getting the new Civs made for CivGold4, making all the separate 1-civ modules is time consuming so I'm now thinking once CivGold4 is ready I will make a single "Super-Module" out of it in which which the files arn't divided into individual civs. This would lack the cherry-picking ability you would have to use all or none but it would be about a 100 times faster to make.
It would also be useful I think to have the possibility of deciding whether a file should be loaded from python. This could allow "meta mods" like Ruff's Cobbled SG Modpack to for example disable an XML mod like the included GP type mod.
There was someone once working on a project to fully expose arbitrary XML to python as well, so as to allow for new XML attributes without SDK modding
Impaler[WrG];5188340 said:If were talking Python event triggered mods the Dr Elmer Jiggles Event Manager would be the thing to use, Ruff's mod uses an interesting option control panel to control a lot of python options but its all hard coded. I've been doing some brainstorming on extending or adapting this into some kind of registration based Option Manager much like the Event manager. Many INI file based python mods could relativity easily be switched to work with it in substitution. The Option manager itself would generate a UI for everything thats registered with it and could load the "default" configuration options from any source desired such as the INI parser or XML global Defines.