Cleaned-up, Blank XML Template Files for New Mods

Shqype

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This .zip file contains a mod called "Clean XML" which has some of the most popular edited XML files altered by modmakers. If you are starting a mod from scratch, without the vanilla, this might be useful to work from. I know it is the base for my new, upcoming mod about Eastern European battles with the Ottoman Turks.

The only folders in the XML folder are those with files that I have changed. I removed the vanilla civilizations (leaving only the barbarians), I removed all the leaders (except for Barbarian), I removed all the units (leaving only animals, great people, settler, and worker), and I removed all the buildings (except for the Palace).

Religions were also removed (save Judaism), projects were also removed (save Bomb Shelter), technologies were also removed (save Mysticism), etj. The schema does not allow for no information in those files, so I chose the first entry and deleted the rest.

The only things that remain are the resources, terrain, features, worker actions, and the civics. However, these have all been altered so that they don't require a technology. Your worker will be able to perform every action, your farm will get the effects of biology, you will be able to build wealth, culture, and science, etc. because all the tech requirements have been set to none.

Some basic text file examples are provided: you are obviously not restricted to these but they are starting points. If you need a new file, simply copy one of the existing files and rename it, then add to it whatever your heart desires.

To use this Clean XML effectively I would recommend having the vanilla file open side-by-side so you know exactly how each entry should be written. Using Altova's XML Spy Home Edition is free and is a very convenient tool.

All ArtDefines have been left (in vanilla directory). If you are creating new civilizations, but don't yet have all the graphics done (same for units, leaders), you can simply use the code from the existing vanilla so your mod is at least playable.

If you load up Clean XML as a mod through CIV you will see that it runs without errors, although the civilopedia will be pretty empty. This is meant as a "template" for new mods, for modders to start "from scratch" without having to spend half-hour or so going through every single little file and adjusting it just to make the mod run. I've already done that for you :)

I wasn't sure whether I should put this in the Utilities or the Tutorials forum, so I just put it on the main section to give it some publicity. A moderator is free to move it to the appropriate section.
 

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This could be very usefull, I myself have made such templates for buildings back when I was making my Traits mod. I have been thinking of another improvment that might be usefull for anyone making new units.

Redone Schemas that define most of the key values as optional (minOccurs="0" maxOccurs="1"), I have found that the SDK will default any value not found to zer0, false or none. These new Schemas wont break existing units but they would make the XML loader much mor forgiving on your new content. I cant count the times I have left out one of the lines when copy/pasting and gotten load errors as a result. As a side benifit it should be possible to compress the size of the default XML files maybe by as much as 75% making it easier to post mods within the size limits of forum upload files.

Dose that sound like a usefull project?
 
That does sound useful, redone schemas that give more control and variety. But how could it compress the size of XML files by 75%? If the files I uploaded didn't have to take the first entry in order to run properly, then yea, I see how it could be tree, but what if a user actually expanded and created a mod from those files? It seems to me that 75% is a bit much ...
 
75% is my estimate if ALL the original XML content were similarly complressed by stripping out the pages and pages of zeros, false flags and null pointers.
 
Yes, it was made from the v1.61 patched version of Civilization 4. I made sure to get the newest files when creating a blank slate.
 
Civ4 will start up, but if you actually try to start a game, it displays an error about "TAOIST_MISSIONARY" and crashes.

I did a Single player, custom game.
 
Well, the goal of this is not to play a game with (why would you when virtually everything vanilla is removed?) but to have blank files so you can create your own mod without having to delete the vanilla entries.

In my opinion, trying to play a game of emptiness is just "Wastin Time" :p

Sorry, I couldn't resist.
 
Shqype said:
Well, the goal of this is not to play a game with (why would you when virtually everything vanilla is removed?) but to have blank files so you can create your own mod without having to delete the vanilla entries.

I wanted to write the same, but then I read that you explicitely stated that
Shqype said:
If you load up Clean XML as a mod through CIV you will see that it runs without errors
, which apparently it doesn't.
 
CIV 4 does run without errors. There's a distinct difference between playing a round of CIV 4 and running CIV 4; load the "mod" and look through the civilopedia for proof.

Starting a new game is a different story. There aren't any civilizations, units have been removed, etc. How can one expect to actually play a game of CIV4 in that condition? Of course it won't be possible. Again, that's not the purpose of this. It is to allow a type of "blank slate" instead.
 
I'm not trying to play it in the Clean state, but if I start work on a mod by say creating a Unit. How can I go to test/debug my work, when Civ4 crashes to the desktop before I even started? I think this mod would be very useful if the baseline state was stable so things can be added and tested incrementally. The work you've done so far has been helpful. If you're finished with this project and don't care to revisit it, no problem. Let us know if you're planning an update or not. Thanks.
 
You are absolutely right. I should have done this from the beginning, but I released it with haste (had a few other mods I was working on).

Now Clean XML not only runs without errors, but it plays without errors too. The DiplomacyInfos and FormationInfos files have been cleaned up. This should make things easier.

Check the updated first post for the new release. As usual, delete the former Clean XML folder and replace it with this one.
 
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