change to modding from the September 2019 patch

Gedemon

Modder
Super Moderator
Joined
Oct 4, 2004
Messages
12,798
Location
France
You know the drill, attached is the usual diff to the artdef/xml/lua and a few other small files for the base game.

Please post any interesting changes to modding in this thread to make our own patch notes...

Seems we can now add/remove modifiers to units using this:
Code:
pUnit:GetAbility():ChangeAbilityCount("ABILITY_XXX", 1)
Code:
pUnit:GetAbility():ChangeAbilityCount("ABILITY_XXX", -1)
 

Attachments

New tags in the workshop, great, but... how do we add them to an existing mod ?

Clipboard-1.jpg
 
I bet you can change through the workshop uploader when you update a mod.
 
I bet you can change through the workshop uploader when you update a mod.
Nop, it would require an update of the uploader if it's the only way to change tag.
 
These new Mod-Tags are interesting as long as they'll become usable once validated by whatever Firaxis staff/team has in mind.. but one really-very BIG question shall remain before anyone jumps into that wagon; who's gonna bother going through the entire Workshop content (over 2635+ as of this post!) and declare everything "correctly"??
More than three years in the making, that mega Library certainly has many aspects of complex variety to offer.. yet, if the official intent is to provide cool searching functions & components that will expose the real truth (past, present and future) from everywhere worth scanning -- i shall wait & see how that feature could somewhat help us all!

In the meantime, let's be rational please. I seriously doubt someone (Modders or anyone at Firaxis) will ever be able to tackle the giga tasks of re-freshing the whole facts currently stacked Online within a limited set of 4 generic types; AI + Gameplay + Scenario + UI.

I think only the next Expansion would activate this wild stuff -- better late than never, i suppose. :scan:
 
Last edited:
An 80+ MB update for the SDK just came online on Steam. :)
 
and 297 MB for the Assets
 
now, what's the purpose of all those DLL in the Firetuner folder ?

Some looks like duplicates of what's used with the AssetEditor, but some looks new.
 
Soooo.. that's what the SDK afternoon update is about? Activation of those newest Tags.
Or is there something more?

Seems SDK Assets (Pantry stuff) will also receive recent elements -- ::cross-fingers::!

PS.. Looks like somebody has already started parsing through Workshop files to update whatever Tagging steps need to be done. Surprisingly fast for sure. I have to wonder if some genius at Firaxis designed a proper algorithm to perform such daunting task. :lol:
 
Last edited:
Soooo.. that's what the SDK afternoon update is about? Activation of those newest Tags.
Or is there something more? Seems SDK Assets (Pantry stuff) will also receive recent elements -- ::cross-fingers::!

The Asset Editor itself seems to have some small changes to layout, but also seems less stable - had it hang (not crash) a couple of times when playing ATTACK animations. Not seen that happen before. :(

PS.. Looks like somebody has already started parsing through Workshop files to update whatever Tagging steps need to be done. Surprisingly fast for sure. I have to wonder if some genius at Firaxis designed a proper algorithm to perform such daunting task. :lol:

That is just people doing it for their own mods using the updated Steam Workshop Uploader. Unfortunately, the categories are not that comprehensive no "Terrain", "Resources", "Wonders", etc.
 
Last edited:
Moderator Action: merged threads to list all changes in one
 
Soooo.. that's what the SDK afternoon update is about? Activation of those newest Tags.
Or is there something more?

Seems SDK Assets (Pantry stuff) will also receive recent elements -- ::cross-fingers::!

PS.. Looks like somebody has already started parsing through Workshop files to update whatever Tagging steps need to be done. Surprisingly fast for sure. I have to wonder if some genius at Firaxis designed a proper algorithm to perform such daunting task. :lol:
What I've got now is some stingin' error with ridiculous issues which never did happened in previous versions. Particularly my experience with unit mods that have database XML file named with spacebar rather than '_'. With this I'm unable to run Asset Editor which this error didn't happen before. How strange!
 
What I've got now is some stingin' error with ridiculous issues which never did happened in previous versions. Particularly my experience with unit mods that have database XML file named with spacebar rather than '_'. With this I'm unable to run Asset Editor which this error didn't happen before. How strange!

It's a simple fix. Just rename the *.Art.xml to be what is expected. It's really not worth getting so frustrated over.
 
It looks like the following FireTuner panels have been updated:
Player.ltp
Unit.ltp
UI Units.ltp
Rivers.ltp
 
List of Red Death graphical Assets:

Code:
Barrel_001.ast
Barrel_002.ast
Barrel_003.ast
Barrel_Anim_001.ast
Barrel_Anim_002.ast
Crates_CR_Double.ast
Crates_CR_Green.ast
Crates_CR_Quad.ast
Crates_CR_Red.ast
Crates_CR_Support_Drop_A.ast
Crates_CR_Support_Drop_B.ast
Crates_CR_Triple.ast
Crates_CR_Yellow.ast
Crates_CR_Yellow_Tarped.ast
CR_Destroyer_Destroyed_01.ast
CR_Destroyer_Destroyed_Water_01.ast
CR_Destroyer_Destroyed_Water_02.ast
CR_Destroyer_Destroyed_Water_03.ast
CR_Empty_Asset.ast
CR_Feature_Volcano_Active.ast
CR_Feature_Volcano_Erupting.ast
CR_Feature_Volcano_Erupting_Catastrophic.ast
CR_Feature_Volcano_Erupting_Megacolossal.ast
CR_GarbageMounds_HMedit001.ast
CR_GarbageMounds_HMedit002.ast
CR_GarbageMounds_HMedit003.ast
CR_GarbageMounds_HMedit004.ast
CR_Garbage_Barrier_TowerA.ast
CR_Garbage_Barrier_TowerB.ast
CR_Garbage_Barrier_Tower_Blank.ast
CR_Garbage_Barrier_WallA.ast
CR_Garbage_Barrier_WallB.ast
CR_Garbage_Barrier_WallC.ast
CR_Garbage_Barrier_WallD.ast
CR_Garbage_Barrier_WallE.ast
CR_Garbage_Barrier_WallF.ast
CR_Garbage_Barrier_WallG.ast
CR_Garbage_Barrier_Wall_Blank.ast
CR_Lander.ast
CR_MetalSheet_A.ast
CR_MetalSheet_B.ast
CR_MetalSheet_C.ast
CR_MetalSheet_D.ast
CR_ModernEmbark_Settler.ast
CR_TER_Cliffs_Rock01.ast
CR_TER_Cliffs_Rock02.ast
CR_TER_Cliffs_Rock03.ast
CR_TER_Cliffs_Rock04.ast
CR_TER_Snow_Decal01.ast
CR_TER_Snow_Decal02.ast
CR_TER_Snow_Decal03.ast
CR_TER_Snow_Decal04.ast
CR_TER_Snow_Decal05.ast
CR_TER_Snow_Decal06.ast
CR_TER_Snow_Decal07.ast
CR_TER_Snow_Decal08.ast
CR_TER_Snow_Decal09.ast
CR_TER_Snow_Decal_Dark01.ast
CR_TER_Snow_Decal_Dark02.ast
CR_ter_Snow_Decal_Rock04.ast
CR_VIL_BAR_IND.ast
CR_VIL_BAR_IND_Bldg_A.ast
CR_VIL_BAR_IND_Bldg_B.ast
CR_VIL_BAR_IND_Tower.ast
CR_VIL_BAR_IND_Wall_A.ast
CR_VIL_BAR_IND_Wall_B.ast
CR_VIL_BAR_IND_Wall_C.ast
CR_VIL_BAR_IND_Wall_D.ast
CR_VIL_BAR_IND_Wall_E.ast
CR_VIL_BAR_IND_Water.ast
DIS_CTY_CR_CityRuined_A.ast
DIS_CTY_CR_CityRuined_A_Crates.ast
DIS_CTY_CR_CityRuined_A_NoCrates.ast
DIS_CTY_CR_CityRuined_B.ast
DIS_CTY_CR_CityRuined_B_NoCrates.ast
DIS_CTY_CR_CityRuined_C.ast
DIS_CTY_CR_CityRuined_C_NoCrates.ast
DIS_CTY_CR_CityRuined_D.ast
DIS_CTY_CR_CityRuined_D_NoCrates.ast
DIS_CTY_CR_CityRuined_E.ast
DIS_CTY_CR_CityRuined_E_NoCrates.ast
DIS_CTY_CR_CityRuined_F.ast
DIS_CTY_CR_CityRuined_F_NoCrates.ast
DIS_CTY_MGG_CR_Bld_01_PIL.ast
DIS_CTY_MGG_CR_Bld_02_PIL.ast
DIS_CTY_MGG_CR_Bld_03_PIL.ast
DIS_CTY_MGG_CR_Bld_04_PIL.ast
DIS_CTY_MGG_CR_Bld_05_PIL.ast
DIS_CTY_MGG_CR_Bld_06_PIL.ast
DIS_CTY_MGG_CR_Bld_07_PIL.ast
DIS_CTY_MGG_CR_Bld_08_PIL.ast
DIS_CTY_MGG_CR_Block_LG_SQ_01_PIL.ast
DIS_CTY_MGG_CR_Block_LG_SQ_02_PIL.ast
DIS_CTY_MGG_CR_Block_LG_SQ_03_PIL.ast
DIS_CTY_MGG_CR_Block_REC_01_PIL.ast
DIS_CTY_MGG_CR_Block_REC_02_PIL.ast
DIS_CTY_MGG_CR_Block_REC_03_PIL.ast
DIS_CTY_MGG_CR_Block_SQ-02_PIL.ast
DIS_CTY_MGG_CR_Block_SQ_01_PIL.ast
DIS_CTY_MGG_CR_Block_SQ_03_PIL.ast
DIS_CTY_MGG_CR_Block_TR_01_PIL.ast
DIS_CTY_MGG_CR_Block_TR_02_PIL.ast
DIS_CTY_MGG_CR_Block_TR_03_PIL.ast
DIS_CTY_MGG_CR_Block_WR_01_PIL.ast
DIS_CTY_MGG_CR_Block_WR_02_PIL.ast
DIS_CTY_MGG_CR_Block_WR_03_PIL.ast
DIS_CTY_MG_CR_Bld_01_PIL.ast
DIS_CTY_MG_CR_Bld_02_PIL.ast
DIS_CTY_MG_CR_Bld_04_PIL.ast
DIS_CTY_MG_CR_Bld_08_PIL.ast
DIS_CTY_MG_CR_Bld_10_PIL.ast
DIS_CTY_MG_CR_Block_LG_SQ_01_PIL.ast
DIS_CTY_MG_CR_Block_LG_SQ_03_PIL.ast
DIS_CTY_MG_CR_Block_REC_01_PIL.ast
DIS_CTY_MG_CR_Block_REC_02_PIL.ast
DIS_CTY_MG_CR_Piece_01.ast
DIS_CTY_MG_CR_Piece_010.ast
DIS_CTY_MG_CR_Piece_02.ast
DIS_CTY_MG_CR_Piece_03.ast
DIS_CTY_MG_CR_Piece_04.ast
DIS_CTY_MG_CR_Piece_05.ast
DIS_CTY_MG_CR_Piece_06.ast
DIS_CTY_MG_CR_Piece_07.ast
DIS_CTY_MG_CR_Piece_08.ast
DIS_CTY_MG_CR_Piece_09.ast
DIS_CTY_MG_CR_Piece_A.ast
DIS_CTY_MG_CR_Piece_B.ast
DIS_CTY_MG_CR_Piece_C.ast
DIS_CTY_MG_CR_Piece_D.ast
DIS_CTY_MG_CR_Piece_E.ast
DIS_CTY_MG_CR_Piece_F.ast
DIS_CTY_MG_CR_Piece_G.ast
DIS_CTY_MG_CR_Piece_H.ast
DIS_CTY_MG_CR_Piece_I.ast
DIS_CTY_MG_CR_Piece_J.ast
DIS_CTY_MG_CR_Piece_K.ast
DIS_CTY_MG_CR_Piece_L.ast
DIS_CTY_MG_CR_Piece_M.ast
DIS_CTY_MG_CR_Piece_N.ast
DIS_GEN_Car_CR_Sedan.ast
DIS_GEN_Car_CR_Truck.ast
Eiffel_Tower_Destroyed.ast
FireFX_Apoc_Settler_Smoke.ast
FireFX_DeathRing.ast
FireFX_Flare_Blue.ast
FireFX_Flare_Red.ast
FireFX_Lander_Bloom.ast
FireFX_Lander_Dust.ast
FireFX_Lander_Engine.ast
FireFX_SelectionGodrays.ast
FXm_Toxic_Bubble.ast
FX_Flare_BLue.ast
FX_Flare_Red.ast
GDR_destroyed_01.ast
GDR_destroyed_02.ast
GDR_destroyed_03.ast
GDR_destroyed_Water_01.ast
GDR_destroyed_water_02.ast
GDR_Destroyed_Water_03.ast
Helicopter_Apocalypse.ast
Jeep_Destoryed_01.ast
Jeep_Destoryed_02.ast
Jeep_Destoryed_03.ast
ModernArmor_Apoc.ast
ModernMachineGun_Apoc_Ammo_Armor_01.ast
ModernMachineGun_Apoc_Gunner_Armor_01.ast
Modern_Armor_Destroyed_01.ast
Modern_Armor_Destroyed_02.ast
Modern_Infantry_Armor_02.ast
Modern_Infantry_Armor_03.ast
Modern_Infantry_Armor_04.ast
PIL_BlastDecal01.ast
PIL_BlastDecal02.ast
PIL_BlastDecal03.ast
PIL_BlastDecal04.ast
PIL_CraterDecal001.ast
PIL_CraterDecal002.ast
PIL_CraterDecal003.ast
PIL_CraterDecal004.ast
Pine_Clump_Trees_Dmg_01.ast
Pine_Clump_Trees_Dmg_02.ast
PROP_CR_Crate_Small.ast
Ranger_Apoc_Armor_01.ast
Rocket_Artillery_Apoc.ast
Settler_Apoc.ast
Settler_Driver_Apoc_Armor_01.ast
Settler_Female_Apoc_Armor_01.ast
Settler_Staff_Apoc_Armor_01.ast
StatueOfLiberty_Destroyed_01.ast
St_Basil_Cathedral_Destroyed.ast
TER_Floodplain_Dmg_Decal01.ast
TER_Floodplain_Dmg_Decal02.ast
TER_Floodplain_Dmg_Decal03.ast
TER_Floodplain_Dmg_Decal04.ast
TER_TarPit_Decal001.ast
TER_TarPit_Decal002.ast
TER_TarPit_Decal003.ast
TER_TarPit_Decal004.ast
TireSingle_001.ast
TireSingle_002.ast
Tires_001.ast
Tires_002.ast
Tires_003.ast
Tires_004.ast
Tires_Water_001.ast
Trees_Pine_Dmg_01.ast
Trees_Pine_Dmg_02.ast
Trees_Pine_Dmg_03.ast
Tree_Burnt_001.ast
Tree_Burnt_002.ast
VFX_CR_DangerZone.ast
 
Back
Top Bottom