"Blank" XML

Supa

Out of Cheese Error
Joined
Jan 7, 2003
Messages
3,667
Location
Belgium
Is there any "blank" XMLs already made for the modders ?

I'm trying, for fun, to make a total conversion mod so it should be easier to wipe everything out of the XML files and to start with only the most basic XML than to modify everything.

I tried to do it myself but it takes ages. How are you doing when you're starting a new mod (=/= an extension) ?
 
Starting with blank ones might be more difficult than with the normal ones.
It's also not very usefull to start with blanks, because you always need the scheme from the original ones.

I'm working also on a total conversion, and i'm using all the files from BtS, i only add something new, when i've used all the given things.
I know, this is "dirty" like hell, but in the most cases the speed ist good :).
 
No, not from the start, but i wanted to have as many techs + units as in BtS, and know i have them :). At the beginnig, it's not easy to have an overview, because old + new units and buildings are mixed up, but that's not really a problem.

If you don't want to use something, you only have to delete the units/buildings in the units/buildings.infos (and all other entries in these files with the special unit/building).
Techs is a little bit more difficult, because they all reference to the others, and the units/buildings also reference to them, so you can't delete one easily (but you can disable unwanted techs).
My techtree lasted very long, but i think a techtree might be the most difficult in every mod.
 
And when you're replacing an item (a tech, a building, a civ, whatever), are you keeping the original name ?

You replace the stats and the given name of CIVILIZATION_AMERICA, but you're keeping CIVILIZATION_AMERICA as the actual "hidden" name for XML purpose ? If so, isn't it too messy in the long run ?
 
...erm...yes, it is.
I'm always looking into the text.xmls, because i have no overview.

I have only 11 civilizations, some will stay the original ones, some are converted.
I think, having an working civ with working ai is for the beginning better.
Same i think with religions and corporations.

But with units/buildings/techs it may be easier with doing it from bottom up.
 
You don't have to use the Text files. You can type Descriptions straight into the Info file.

<UnitInfo>
<Class>UNITCLASS_WOLF</Class>
<Type>UNIT_WOLF</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>Fido</Description>

A lot of stuff doesn't like being removed under any circumstances, even if you remove all references.
This includes the Ancient era and several ancient era units that have civ specfic art with BtS.
 
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