xml change

  1. modmod

    Modding - XML files/ tags/ values

    This topic intented to collect: Existing XML files in Civ4Col modded version Explain what the different tags/ lines intented to do in them. And how those tags CONNECTED TO different XML files/ tags. Treat this as modding resource for XML modders. By the way it helps to personalize the version...
  2. H

    Adjust map size

    Hi all, I've been having a hell of a time trying to change the Huge map to have a higher tile count. I have followed all the instructions I could find to adjust the iGridHeight and Width parameters along with modifying the map script which appeared to be overriding the Huge map setting. I'm...
  3. America civ always

    [NFP] how to edit war greviances

    this just for my enjoyment so i will be editing the files, what do i need to edit? how? and how do i get where that is from civ 6 folder in detail please on how to edit greviaces for wars? im looking to minimize them as much as possible, all hekp would be apperciated
  4. America civ always

    [GS] PLEASE HELP editing xml files for yields

    where in the xml files can i find the yields to modify for civilizations (ai) i believe its in a leaders xml but i cannot find the right one unless i am mistaken can someone please give me the correct order of folders and files i need to go to to edit this? i want the AI to be stronger a lot...
  5. Krzyszkot

    Only allow purchasing settlers with gold/faith

    I wanted to make a mod in which there would not be many cities and each new one would be a big thing. One of the things I want to do is to disable the ability to train settlers with production. To that end I've put the command MustPurchase="TRUE" in the settler line of Units.xml. At first it...
  6. F

    [NFP] Qeustion regarding xml files

    First of all - I apologise if there is a thread about this already - I couldn't find it. My question is - how did game files structure change lately? Some time ago, there were xml file where one could simply change some values and modify the game. I prefer long games - with biggest maps, max...
  7. E

    [R&F] HELP WITH CHANGE XML FILES

    well i start to modify xml files (i have the pirate game because i dont have money so i can¨t acces to the sdk) so i interested in modify alexander and add an abilietie of the german empire, (imperial cityes) can somebody help me how can i do this? or know some way to have the sdk whitout steam...
  8. G

    [BTS] XML Load Error in Mods

    Hi, I've been playing Civ4 for a good few years now and recently decided to tackle my first mod. I started by trying to add a new civilization, following the tutorials on the forum. However I kept on getting an XML Load Error when loading the mod, saying that the CivilizationsInfo file failed...
  9. G

    Remove Starting Bonuses

    I want to play on Diety, but without the AI getting any of their starting bonuses (tech, civics, units). I found the units in C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data and commented out lines 44-46, so now the AI shouldn't get any extra...
  10. Uncle Sam14

    need help in Disabling Religion or Pantheons through xml

    I'm using YnAMP mod and playing a game with 24 civs, but as I reached the point where I was given the choice to chose a Pantheon; all of the 22 existing ones were already taken, and I couldn't choose anything. So I was stuck, unable to end my turn. I went to the xml files (Game Capabilities) and...
  11. vonJahgmann

    Cities at least 9 hexes away 1.0

    Simple GamePlay mod that DRASTICALLY REDUCES city spam. New cities now need to be 9 hexes apart instead of the default of 4. NOTE 1: This mod can renders some maps unplayable (due to the ridiculously large city spacing). NOTE 2: This is a recreation of the previous resource/mod noted by the...
  12. vonJahgmann

    Cities at least 8 hexes away 1.0

    Simple GamePlay mod that SIGNIFICANTLY REDUCES city spam. New cities now need to be 8 hexes apart instead of the default of 4. NOTE 1: This mod can impact the playability of some maps. NOTE 2: This is a recreation of the previous resource/mod noted by the below link. As I was unable to change...
  13. vonJahgmann

    Cities at least 7 hexes away 1.0

    Simple GamePlay mod that GREATLY REDUCES city spam. New cities now need to be 7 hexes apart instead of the default of 4. Note: This is a recreation of the previous resource/mod noted by the below link. As I was unable to change the original post's type (from 'no files' to 'with files') and...
  14. vonJahgmann

    Cities at least 6 hexes away 1.0

    Simple GamePlay mod that REDUCES city spam. New cities now need to be 6 hexes apart instead of the default of 4. Note: This is a recreation of the previous resource/mod noted by the below link. As I was unable to change the original post's type (from 'no files' to 'with files') and then upload...
  15. vonJahgmann

    Cities at least 5 hexes away 1.0

    Simple GamePlay mod that SLIGHTLY REDUCES city spam. New cities now need to be 5 hexes apart instead of the default of 4. Note: This is a recreation of the previous resource/mod noted by the below link. As I was unable to change the original post's type (from 'no files' to 'with files') and...
  16. vonJahgmann

    Cities at least 4 hexes away 1.0

    Simple GamePlay mod that explicitly sets the minimum distance between cities to 4 hexes (3 between). Note 1: For me spacing of 4 seems to be the default vanilla spacing. For others I am hearing 5 is their default. Either way, this mod sets the value to 4. Note 2: This is a recreation of the...
  17. donald23

    Passable Mountains 0.1

    Makes Mountains passable at a cost. The required Movement points are set to 5 with this mod.
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