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Converting to Modular Fashion

Discussion in 'Civ4 - Plug and Play Project' started by purplexus, Jul 30, 2007.

  1. purplexus

    purplexus Prince

    Joined:
    Feb 13, 2002
    Messages:
    477
    Location:
    Calgary Alberta, Canada
    Here I have Created a HOW TO: Converting your civ from WARLORDS to Beyond The Sword.

    ***NOTE WITHIN THIS GUIDE IS CONVERSIONS FOR UNITS.. BUILDINGS... and LEADERHEADS as well.
     
  2. purplexus

    purplexus Prince

    Joined:
    Feb 13, 2002
    Messages:
    477
    Location:
    Calgary Alberta, Canada
    A program In which I find of utmost value is Notepad ++. It is free on the Site Download.com (freeware)

    Using Notepad ++ open your warlords copy of your already modular Unit.
    If you are to open any other BTS unit you can do a compare and contrast of the entries. (although it easiest to compare against the same unitclass)

    Once you have located the new xml entries from your comparisons just do a simple copy and paste and place the same line in the same location.

    You will also want to change your Civ4ArtDefines_Unit.xml to include the units new button. It no longer is placed within the UnitInfos File.

    As well Upgrade all of your schema files to the BTS ones. (this is Easy)

    Here is an example of the unitinfo xml in which the new additions are in BOLD TYPE

    19 new Options in Total

    Code:
    [SPOILER]<Civ4UnitInfos xmlns="x-schema:Mountie_CIV4UnitSchema.xml">
    	<UnitInfos>
    		<UnitInfo>
    			<Class>UNITCLASS_CAVALRY</Class>
    			<Type>UNIT_CANADA_MOUNTIE</Type>
    			<UniqueNames>	<UniqueName>TXT_KEY_UNIQUE_NAME_A_DIVISION_CAPITAL</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_O_DIVISION_ONTARIO</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_C_DIVISION_QUEBEC</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_K_DIVISION_ALBERTA</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_E_DIVISION_BC</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_D_DIVISION_MANITOBA</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_H_DIVISION_NOVA_SCOTIA</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_F_DIVISION_SASKATCHEWAN</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_J_DIVISION_NEW_BRUNSWICK</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_B_DIVISION_NEWFOUNDLAND</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_L_DIVISION_PEI</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_M_DIVISION_YUKON</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_G_DIVISION_NWT</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_V_DIVISION_NUNAVUT</UniqueName>
    <UniqueName>TXT_KEY_UNIQUE_NAME_DEPOT_DIVISION_ACADEMY</UniqueName>
                            </UniqueNames>
    			<Special>NONE</Special>
    			<Capture>NONE</Capture>
    			<Combat>UNITCOMBAT_MOUNTED</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    <Description>TXT_KEY_UNIT_CANADA_MOUNTIE</Description>
    <Civilopedia>TXT_KEY_UNIT_CANADA_MOUNTIE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_UNIT_CANADA_MOUNTIE_STRATEGY</Strategy>
    			<Advisor>ADVISOR_MILITARY</Advisor>
    			<bAnimal>0</bAnimal>
    			<bFood>0</bFood>
    			<bNoBadGoodies>0</bNoBadGoodies>
    			<bOnlyDefensive>0</bOnlyDefensive>
    			<bNoCapture>0</bNoCapture>
    			[B]<bQuickCombat>0</bQuickCombat>[/B]
    			<bRivalTerritory>0</bRivalTerritory>
    			<bMilitaryHappiness>1</bMilitaryHappiness>
    			<bMilitarySupport>1</bMilitarySupport>
    			<bMilitaryProduction>1</bMilitaryProduction>
    			<bPillage>1</bPillage>
    			[B]<bSpy>0</bSpy>[/B]
    			<bSabotage>0</bSabotage>
    			<bDestroy>0</bDestroy>
    			<bStealPlans>0</bStealPlans>
    			<bInvestigate>0</bInvestigate>
    			<bCounterSpy>0</bCounterSpy>
    			<bFound>0</bFound>
    			<bGoldenAge>0</bGoldenAge>
    			<bInvisible>0</bInvisible>
    			<bFirstStrikeImmune>0</bFirstStrikeImmune>
    			<bNoDefensiveBonus>1</bNoDefensiveBonus>
    			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			[B]<bCanMoveAllTerrain>0</bCanMoveAllTerrain>[/B]
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>0</bMechanized>
    			[B]<bSuicide>0</bSuicide>
    			<bHiddenNationality>0</bHiddenNationality>
    			<bAlwaysHostile>0</bAlwaysHostile>[/B]
    			<UnitClassUpgrades>
    			<UnitClassUpgrade>
    <UnitClassUpgradeType>UNITCLASS_GUNSHIP</UnitClassUpgradeType>
    			<bUnitClassUpgrade>1</bUnitClassUpgrade>
    			</UnitClassUpgrade>
    			</UnitClassUpgrades>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			[B]<FlankingStrikes>
    				<FlankingStrike>[/B]
    [B]<FlankingStrikeUnitClass>UNITCLASS_CANNON</FlankingStrikeUnitClass>					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    			</FlankingStrikes>[/B]
    			<UnitAIs>
    				<UnitAI>
    				<UnitAIType>UNITAI_ATTACK</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    				<UnitAIType>UNITAI_PILLAGE</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			[B]<CorporationSpreads/>[/B]
    			<GreatPeoples/>
    			<Buildings/>
    			<ForceBuildings/>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			[B]<PrereqCorporation>NONE</PrereqCorporation>[/B]
    			<PrereqBuilding>NONE</PrereqBuilding>
    		<PrereqTech>TECH_MILITARY_TRADITION</PrereqTech>
    			<TechTypes>
    				<PrereqTech>TECH_GUNPOWDER</PrereqTech>
    		<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
    				<PrereqTech>NONE</PrereqTech>
    			</TechTypes>
    			<BonusType>BONUS_HORSE</BonusType>
    			<PrereqBonuses/>
    			<ProductionTraits/>
    			<Flavors/>
    			<iAIWeight>0</iAIWeight>
    			<iCost>120</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    		[B]<iAdvancedStartCost>100</iAdvancedStartCost>[/B]
    [B]<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>[/B]
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iMoves>2</iMoves>
    			<bNoRevealMap>0</bNoRevealMap>
    			<iAirRange>0</iAirRange>
    			[B]<iAirUnitCap>0</iAirUnitCap>[/B]
    			<iDropRange>0</iDropRange>
    			<iNukeRange>-1</iNukeRange>
    			<iWorkRate>0</iWorkRate>
    			<iBaseDiscover>0</iBaseDiscover>
    			<iDiscoverMultiplier>0</iDiscoverMultiplier>
    			<iBaseHurry>0</iBaseHurry>
    			<iHurryMultiplier>0</iHurryMultiplier>
    			<iBaseTrade>0</iBaseTrade>
    			<iTradeMultiplier>0</iTradeMultiplier>
    			<iGreatWorkCulture>0</iGreatWorkCulture>
    			[B]<iEspionagePoints>0</iEspionagePoints>[/B]
    			<TerrainImpassables/>
    			<FeatureImpassables/>
    			[B]<TerrainPassableTechs/>
    			<FeaturePassableTechs/>[/B]
    			<iCombat>15</iCombat>
    			[B]<iCombatLimit>100</iCombatLimit>[/B]
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>4</iXPValueAttack>
    			<iXPValueDefense>2</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</iInterceptionProbability>
    			<iEvasionProbability>0</iEvasionProbability>
    			<iWithdrawalProb>30</iWithdrawalProb>
    			<iCollateralDamage>0</iCollateralDamage>
    			<iCollateralDamageLimit>0</iCollateralDamageLimit>
    		<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
    			<iCityAttack>0</iCityAttack>
    			<iCityDefense>0</iCityDefense>
    			<iAnimalCombat>0</iAnimalCombat>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			[B]<TerrainAttacks/>[/B]
    			<TerrainDefenses/>
    			[B]<FeatureAttacks/>[/B]
    			<FeatureDefenses/>
    			<UnitClassAttackMods>
    				<UnitClassAttackMod>
    			<UnitClassType>UNITCLASS_CANNON</UnitClassType>
    					<iUnitClassMod>50</iUnitClassMod>
    				</UnitClassAttackMod>
    			</UnitClassAttackMods>
    			<UnitClassDefenseMods/>
    			<UnitCombatMods/>
    			<UnitCombatCollateralImmunes/>
    			<DomainMods/>
    			<BonusProductionModifiers/>
    			<iBombRate>0</iBombRate>
    			<iBombardRate>0</iBombardRate>
    			<SpecialCargo>NONE</SpecialCargo>
    			<DomainCargo>NONE</DomainCargo>
    			<iCargo>0</iCargo>
    			<iConscription>0</iConscription>
    			<iCultureGarrison>8</iCultureGarrison>
    			<iExtraCost>0</iExtraCost>
    			<iAsset>4</iAsset>
    			<iPower>13</iPower>
    			<UnitMeshGroups>
    				<iGroupSize>3</iGroupSize>
    				<fMaxSpeed>1.75</fMaxSpeed>
    				<fPadTime>1</fPadTime>
    				<iMeleeWaveSize>3</iMeleeWaveSize>
    				<iRangedWaveSize>3</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>3</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_CANADA_MOUNTIE</EarlyArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    [B]<FormationType>FORMATION_TYPE_DEFAULT</FormationType>[/B]
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions/>
    			<LeaderPromotion>NONE</LeaderPromotion>
    			<iLeaderExperience>0</iLeaderExperience>
    		</UnitInfo>
    	</UnitInfos>
    </Civ4UnitInfos>[/SPOILER]
    And here is the Artdefines Notice the Path has also changed to now be Modules/[TYPE]

    There are 2 new Lines to include in the art defines as well

    If you are just including a Unit only the Type should be CUSTOM UNITS and not Custom civilizations as in the example.

    Code:
    [SPOILER]
    <Civ4ArtDefines xmlns="x-schema:Mountie_CIV4ArtDefinesSchema.xml">
    	<UnitArtInfos>
    		<UnitArtInfo>
    			<Type>ART_DEF_UNIT_CANADA_MOUNTIE</Type>
    			[B]<Button>Modules/Custom Civilizations/Canada/Mountie/Mountie.dds</Button>[/B]
    			<fScale>0.44</fScale>
    			<fInterfaceScale>1.0</fInterfaceScale>
    			[B]<bActAsLand>0</bActAsLand>
    			<bActAsAir>0</bActAsAir>[/B]
    			<NIF>Modules/Custom Civilizations/Canada/Mountie/Cavalry.nif</NIF>
    			<KFM>Modules/Custom Civilizations/Canada/Mountie/Cavalry.kfm</KFM>
    			<SHADERNIF>Modules/Custom Civilizations/Canada/Mountie/Cavalry_FX.nif</SHADERNIF>
    			<ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    				<fShadowScale>0.9</fShadowScale>
    			</ShadowDef>
    			<fBattleDistance>0.35</fBattleDistance>
    			<fRangedDeathTime>0.05</fRangedDeathTime>
    			<bActAsRanged>1</bActAsRanged>
    		<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    			<AudioRunSounds>
    				<AudioRunTypeLoop/>
    				<AudioRunTypeEnd/>
    			</AudioRunSounds>
    		</UnitArtInfo>
    	</UnitArtInfos>
    </Civ4ArtDefines>[/SPOILER]
     
  3. purplexus

    purplexus Prince

    Joined:
    Feb 13, 2002
    Messages:
    477
    Location:
    Calgary Alberta, Canada
    A program In which I find of utmost value is Notepad ++. It is free on the Site Download.com (freeware)

    Using Notepad ++ open your warlords copy of your already modular Leader Head.
    If you are to open any other BTS leader head you can do a compare and contrast of the entries.

    Once you have located the new xml entries from your comparisons just do a simple copy and paste and place the same line in the same location.

    As well Upgrade all of your schema files to the BTS ones. (this is Easy)

    Here is an example of the Leaderheadinfos xml in which the new additions are in BOLD TYPE

    There are a total of 12 New Options to choose From.

    Code:
    [SPOILER]<Civ4LeaderHeadInfos xmlns="x-schema:King_CIV4CivilizationsSchema.xml">
    	<LeaderHeadInfos>
    		<LeaderHeadInfo>
    			<Type>LEADER_MACKENZIEKING</Type>
    	<Description>TXT_KEY_LEADER_MACKENZIEKING</Description>
    <Civilopedia>TXT_KEY_LEADER_MACKENZIEKING_PEDIA</Civilopedia>
    <ArtDefineTag>ART_DEF_LEADER_MACKENZIEKING</ArtDefineTag>
    			<iWonderConstructRand>20</iWonderConstructRand>
    			<iBaseAttitude>0</iBaseAttitude>
    			<iBasePeaceWeight>8</iBasePeaceWeight>
    			<iPeaceWeightRand>3</iPeaceWeightRand>
    			<iWarmongerRespect>0</iWarmongerRespect>
    			[B]<iEspionageWeight>120</iEspionageWeight>[/B]
    	<iRefuseToTalkWarThreshold>8</iRefuseToTalkWarThreshold>
    			<iNoTechTradeThreshold>5</iNoTechTradeThreshold>
    		<iTechTradeKnownPercent>30</iTechTradeKnownPercent>
    			<iMaxGoldTradePercent>5</iMaxGoldTradePercent>
    <iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
    			<iMaxWarRand>200</iMaxWarRand>
    		<iMaxWarNearbyPowerRatio>90</iMaxWarNearbyPowerRatio>
    		<iMaxWarDistantPowerRatio>60</iMaxWarDistantPowerRatio>
    <iMaxWarMinAdjacentLandPercent>3</iMaxWarMinAdjacentLandPercent>
    			<iLimitedWarRand>160</iLimitedWarRand>
    			<iLimitedWarPowerRatio>100</iLimitedWarPowerRatio>
    			<iDogpileWarRand>50</iDogpileWarRand>
    			<iMakePeaceRand>20</iMakePeaceRand>
    			<iDeclareWarTradeRand>40</iDeclareWarTradeRand>
    		<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
    		<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
    			<iRazeCityProb>0</iRazeCityProb>
    			<iBuildUnitProb>25</iBuildUnitProb>
    		<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
    		<iAttackOddsChangeRand>8</iAttackOddsChangeRand>
    <iWorseRankDifferenceAttitudeChange>0</iWorseRankDifferenceAttitudeChange>
    <iBetterRankDifferenceAttitudeChange>1</iBetterRankDifferenceAttitudeChange>
    <iCloseBordersAttitudeChange>-2</iCloseBordersAttitudeChange>
    		<iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
    			<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
    		<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
    			<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
    	<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
    	<iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
    	<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
    <iSameReligionAttitudeChangeLimit>3</iSameReligionAttitudeChangeLimit>
    <iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange>
    <iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
    <iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
    	<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
    <iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
    	<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
    <iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
    	<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
    <iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
    		<iShareWarAttitudeChange>1</iShareWarAttitudeChange>
    		<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
    <iShareWarAttitudeChangeLimit>4</iShareWarAttitudeChangeLimit>
    	<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
    	<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
    <iFavoriteCivicAttitudeChangeLimit>3</iFavoriteCivicAttitudeChangeLimit>
    <DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
    <NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
    <TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold>
    <StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold>
    <HappinessBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HappinessBonusRefuseAttitudeThreshold>
    <HealthBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HealthBonusRefuseAttitudeThreshold>
    <MapRefuseAttitudeThreshold>ATTITUDE_ANNOYED</MapRefuseAttitudeThreshold>
    <DeclareWarRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarRefuseAttitudeThreshold>
    <DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarThemRefuseAttitudeThreshold>
    <StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold>
    <StopTradingThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StopTradingThemRefuseAttitudeThreshold>
    <AdoptCivicRefuseAttitudeThreshold>ATTITUDE_PLEASED</AdoptCivicRefuseAttitudeThreshold>
    <ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold>
    <OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold>
    <DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
    <PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
    <VassalRefuseAttitudeThreshold>NONE</VassalRefuseAttitudeThreshold>
    			<iVassalPowerModifier>0</iVassalPowerModifier>
    		[B]<iFreedomAppreciation>10</iFreedomAppreciation>[/B]
    		<FavoriteCivic>CIVIC_REPRESENTATION</FavoriteCivic>
    			[B]<FavoriteReligion>NONE</FavoriteReligion>[/B]
    			<Traits>
    				<Trait>
    				<TraitType>TRAIT_INDUSTRIOUS</TraitType>
    					<bTrait>1</bTrait>
    				</Trait>
    				<Trait>
    				<TraitType>TRAIT_ORGANIZED</TraitType>
    					<bTrait>1</bTrait>
    				</Trait>
    			</Traits>
    			<Flavors>
    				<Flavor>
    				<FlavorType>FLAVOR_MILITARY</FlavorType>
    					<iFlavor>5</iFlavor>
    				</Flavor>
    				<Flavor>
    				<FlavorType>FLAVOR_GROWTH</FlavorType>
    					<iFlavor>2</iFlavor>
    				</Flavor>
    			</Flavors>
    			<ContactRands>
    				<ContactRand>
    	<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
    					<iContactRand>250</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
    					<iContactRand>250</iContactRand>
    				</ContactRand>
    				<ContactRand>
    			<ContactType>CONTACT_JOIN_WAR</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_STOP_TRADING</ContactType>
    					<iContactRand>50</iContactRand>
    				</ContactRand>
    				<ContactRand>
    			<ContactType>CONTACT_GIVE_HELP</ContactType>
    					<iContactRand>100</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
    					<iContactRand>250</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
    					<iContactRand>1000</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_OPEN_BORDERS</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
    					<iContactRand>80</iContactRand>
    				</ContactRand>
    				<ContactRand>
    	<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
    					<iContactRand>80</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_PEACE_TREATY</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_TRADE_TECH</ContactType>
    					<iContactRand>5</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_TRADE_BONUS</ContactType>
    					<iContactRand>5</iContactRand>
    				</ContactRand>
    				<ContactRand>
    		<ContactType>CONTACT_TRADE_MAP</ContactType>
    					<iContactRand>20</iContactRand>
    				</ContactRand>
    			</ContactRands>
    			<ContactDelays>
    				<ContactDelay>
    	<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_JOIN_WAR</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_STOP_TRADING</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    			<ContactType>CONTACT_GIVE_HELP</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_OPEN_BORDERS</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    	<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_PEACE_TREATY</ContactType>
    					<iContactDelay>10</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_TRADE_TECH</ContactType>
    					<iContactDelay>30</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    		<ContactType>CONTACT_TRADE_BONUS</ContactType>
    					<iContactDelay>20</iContactDelay>
    				</ContactDelay>
    				<ContactDelay>
    			<ContactType>CONTACT_TRADE_MAP</ContactType>
    					<iContactDelay>50</iContactDelay>
    				</ContactDelay>
    			</ContactDelays>
    			<MemoryDecays>
    				<MemoryDecay>
    		<MemoryType>MEMORY_GIVE_HELP</MemoryType>
    					<iMemoryRand>200</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    		<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
    					<iMemoryRand>150</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    		<MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    		<MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType>
    					<iMemoryRand>150</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    <MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType>
    					<iMemoryRand>30</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType>
    					<iMemoryRand>20</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    <MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType>
    					<iMemoryRand>10</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
    					<iMemoryRand>100</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    <MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType>
    					<iMemoryRand>20</iMemoryRand>
    				</MemoryDecay>
    				[B]<MemoryDecay>
    	<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
    					<iMemoryRand>20</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    		<MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
    					<iMemoryRand>20</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>
    				<MemoryDecay>
    	<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
    					<iMemoryRand>50</iMemoryRand>
    				</MemoryDecay>[/B]
    			</MemoryDecays>
    			<MemoryAttitudePercents>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
    		<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    <MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_NUKED_US</MemoryType>
    		<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    			<MemoryType>MEMORY_RAZED_CITY</MemoryType>
    		<iMemoryAttitudePercent>-250</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
    		<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    			<MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    			<MemoryType>MEMORY_GIVE_HELP</MemoryType>
    		<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
    		<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    	<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
    		<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
    		<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
    	<iMemoryAttitudePercent>50</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    	<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_STOPPED_TRADING</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    	<MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType>
    	<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_MADE_DEMAND</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    	<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
    		<iMemoryAttitudePercent>10</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				[B]<MemoryAttitudePercent>
    	<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
    	<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
    		<iMemoryAttitudePercent>200</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    	<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
    		<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
    		<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>
    				<MemoryAttitudePercent>
    		<MemoryType>MEMORY_LIBERATED_CITIES</MemoryType>
    		<iMemoryAttitudePercent>150</iMemoryAttitudePercent>
    				</MemoryAttitudePercent>[/B]
    			</MemoryAttitudePercents>
    			<NoWarAttitudeProbs>
    				<NoWarAttitudeProb>
    			<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
    					<iNoWarProb>20</iNoWarProb>
    				</NoWarAttitudeProb>
    				<NoWarAttitudeProb>
    			<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
    					<iNoWarProb>70</iNoWarProb>
    				</NoWarAttitudeProb>
    				<NoWarAttitudeProb>
    			<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
    					<iNoWarProb>100</iNoWarProb>
    				</NoWarAttitudeProb>
    				<NoWarAttitudeProb>
    			<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
    					<iNoWarProb>100</iNoWarProb>
    				</NoWarAttitudeProb>
    			</NoWarAttitudeProbs>
    			<UnitAIWeightModifiers>
    				<UnitAIWeightModifier>
    			<UnitAIType>UNITAI_RESERVE</UnitAIType>
    					<iWeightModifier>100</iWeightModifier>
    				</UnitAIWeightModifier>
    			</UnitAIWeightModifiers>
                       <ImprovementWeightModifiers>
                            <ImprovementWeightModifier>
    	<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
    					<iWeightModifier>20</iWeightModifier>
    				</ImprovementWeightModifier>
    			</ImprovementWeightModifiers>
    			<DiplomacyIntroMusicPeace>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_ANCIENT</EraType>
    <DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_ANCIENT_INTRO</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_CLASSICAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_CLASSICAL_INTRO</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_MEDIEVAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_MEDIEVAL_INTRO</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_RENAISSANCE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_RENAISSANCE_INTRO</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_INDUSTRIAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_INDUSTRIAL_INTRO</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_MODERN</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_MODERN_INTRO</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_FUTURE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_FUTURE_INTRO</DiploScriptId>
    				</DiploMusicPeaceEra>
    			</DiplomacyIntroMusicPeace>
    			<DiplomacyMusicPeace>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_ANCIENT</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_ANCIENT</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_CLASSICAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_CLASSICAL</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_MEDIEVAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_MEDIEVAL</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_RENAISSANCE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_RENAISSANCE</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_INDUSTRIAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_INDUSTRIAL</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_MODERN</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_MODERN</DiploScriptId>
    				</DiploMusicPeaceEra>
    				<DiploMusicPeaceEra>
    					<EraType>ERA_FUTURE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_PEACE_FUTURE</DiploScriptId>
    				</DiploMusicPeaceEra>
    			</DiplomacyMusicPeace>
    			<DiplomacyIntroMusicWar>
    				<DiploMusicWarEra>
    					<EraType>ERA_ANCIENT</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_ANCIENT_INTRO</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_CLASSICAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_CLASSICAL_INTRO</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_MEDIEVAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_MEDIEVAL_INTRO</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_RENAISSANCE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_RENAISSANCE_INTRO</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_INDUSTRIAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_INDUSTRIAL_INTRO</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_MODERN</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_MODERN_INTRO</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_FUTURE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_FUTURE_INTRO</DiploScriptId>
    				</DiploMusicWarEra>
    			</DiplomacyIntroMusicWar>
    			<DiplomacyMusicWar>
    				<DiploMusicWarEra>
    					<EraType>ERA_ANCIENT</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_ANCIENT</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_CLASSICAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_CLASSICAL</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_MEDIEVAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_MEDIEVAL</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_RENAISSANCE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_RENAISSANCE</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_INDUSTRIAL</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_INDUSTRIAL</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_MODERN</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_MODERN</DiploScriptId>
    				</DiploMusicWarEra>
    				<DiploMusicWarEra>
    					<EraType>ERA_FUTURE</EraType>
    					<DiploScriptId>AS2D_DIPLO_MACKENZIEKING_WAR_FUTURE</DiploScriptId>
    				</DiploMusicWarEra>
    			</DiplomacyMusicWar>
    		</LeaderHeadInfo>
    	</LeaderHeadInfos>
    </Civ4LeaderHeadInfos>[/SPOILER]

    The ArtDefines_Leaderheads.xml file is pretty much the same with One exception. The Art pathway must now exist in MODULES/Custom Leaderheads Or Custom Civilizations if you are including this leaderhead within your Civilization
     
  4. purplexus

    purplexus Prince

    Joined:
    Feb 13, 2002
    Messages:
    477
    Location:
    Calgary Alberta, Canada
    A program In which I find of utmost value is Notepad ++. It is free on the Site Download.com (freeware)

    Using Notepad ++ open your warlords copy of your already modular Building.
    If you are to open any other BTS Building you can do a compare and contrast of the entries.

    Once you have located the new xml entries from your comparisons just do a simple copy and paste and place the same line in the same location.

    As well Upgrade all of your schema files to the BTS ones. (this is Easy)

    Here is an example of the buildingsinfos xml in which the new additions are in BOLD TYPE

    There are a total of 15 New Options to choose From.
    and 1 New change to the Diplomacy vote

    Code:
    [SPOILER]<Civ4BuildingInfos xmlns="x-schema:Microwave_Tower_CIV4BuildingsSchema.xml">
    	<BuildingInfos>
    		<BuildingInfo>
    <BuildingClass>BUILDINGCLASS_BROADCAST_TOWER</BuildingClass>
    			<Type>BUILDING_CANADA_MICROWAVE</Type>
    			<SpecialBuildingType>NONE</SpecialBuildingType>
    <Description>TXT_KEY_BUILDING_CANADA_MICROWAVESTATION</Description>
    <Civilopedia>TXT_KEY_BUILDING_CANADA_MICROWAVESTATION_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_CANADA_MICROWAVESTATION_STRATEGY</Strategy>
    			<Advisor>ADVISOR_CULTURE</Advisor>
    <ArtDefineTag>ART_DEF_BUILDING_CANADA_MICROWAVESTATION</ArtDefineTag>
    			<MovieDefineTag>NONE</MovieDefineTag>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			[B]<bStateReligion>0</bStateReligion>[/B]
    			<PrereqReligion>NONE</PrereqReligion>
    			[B]<PrereqCorporation>NONE</PrereqCorporation>
    			<FoundsCorporation>NONE</FoundsCorporation>[/B]
    	<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
    [B]<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>[/B]
    			<VictoryPrereq>NONE</VictoryPrereq>
    			<FreeStartEra>NONE</FreeStartEra>
    			<MaxStartEra>NONE</MaxStartEra>
    			<ObsoleteTech>NONE</ObsoleteTech>
    			<PrereqTech>TECH_MASS_MEDIA</PrereqTech>
    			<TechTypes/>
    			<Bonus>NONE</Bonus>
    			<PrereqBonuses/>
    			<ProductionTraits/>
    			<HappinessTraits>
    				<HappinessTrait>
    	<HappinessTraitType>TRAIT_CHARISMATIC</HappinessTraitType>
    					<iHappinessTrait>1</iHappinessTrait>
    				</HappinessTrait>
    			</HappinessTraits>
    			[B]<NoBonus>NONE</NoBonus>[/B]
    			<PowerBonus>NONE</PowerBonus>
    			<FreeBonus>NONE</FreeBonus>
    			<iNumFreeBonuses>0</iNumFreeBonuses>
    			<FreeBuilding>NONE</FreeBuilding>
    			<FreePromotion>NONE</FreePromotion>
    			<CivicOption>NONE</CivicOption>
    			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
    	<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
    			<iHurryAngerModifier>0</iHurryAngerModifier>
    			<bBorderObstacle>0</bBorderObstacle>
    			<bTeamShare>0</bTeamShare>
    			<bWater>0</bWater>
    			<bRiver>0</bRiver>
    			<bPower>0</bPower>
    			<bDirtyPower>0</bDirtyPower>
    			<bAreaCleanPower>0</bAreaCleanPower>
    			[B]<DiploVoteType>NONE</DiploVoteType>[/B]
    			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
    			<bCapital>0</bCapital>
    			<bGovernmentCenter>0</bGovernmentCenter>
    			<bGoldenAge>0</bGoldenAge>
    			[B]<bAllowsNukes>0</bAllowsNukes>[/B]
    			<bMapCentering>0</bMapCentering>
    			<bNoUnhappiness>0</bNoUnhappiness>
    			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
    			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
    			<bNeverCapture>0</bNeverCapture>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bCenterInCity>0</bCenterInCity>
    			<iAIWeight>0</iAIWeight>
    			<iCost>175</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			[B]<iAdvancedStartCost>100</iAdvancedStartCost>
    <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>[/B]
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iConquestProb>66</iConquestProb>
    			<iCitiesPrereq>0</iCitiesPrereq>
    			<iTeamsPrereq>0</iTeamsPrereq>
    			<iLevelPrereq>0</iLevelPrereq>
    			<iMinLatitude>0</iMinLatitude>
    			<iMaxLatitude>90</iMaxLatitude>
    <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
    <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
    <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
    			<iAnarchyModifier>0</iAnarchyModifier>
    			[B]<iGoldenAgeModifier>0</iGoldenAgeModifier>[/B]
    			<iGlobalHurryModifier>0</iGlobalHurryModifier>
    			<iExperience>0</iExperience>
    			<iGlobalExperience>0</iGlobalExperience>
    			<iFoodKept>0</iFoodKept>
    			<iAirlift>0</iAirlift>
    			<iAirModifier>0</iAirModifier>
    			[B]<iAirUnitCapacity>0</iAirUnitCapacity>[/B]
    			<iNukeModifier>0</iNukeModifier>
    			<iNukeExplosionRand>0</iNukeExplosionRand>
    			<iFreeSpecialist>0</iFreeSpecialist>
    			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
    			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
    			<iMaintenanceModifier>0</iMaintenanceModifier>
    			<iWarWearinessModifier>0</iWarWearinessModifier>
    	<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
    [B]<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>[/B]
    			<iHealRateChange>0</iHealRateChange>
    			<iHealth>0</iHealth>
    			<iAreaHealth>0</iAreaHealth>
    			<iGlobalHealth>0</iGlobalHealth>
    			<iHappiness>1</iHappiness>
    			<iAreaHappiness>0</iAreaHappiness>
    			<iGlobalHappiness>0</iGlobalHappiness>
    			<iStateReligionHappiness>0</iStateReligionHappiness>
    			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
    		<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
    <iSpaceProductionModifier>0</iSpaceProductionModifier>
    <iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
    			<iTradeRoutes>0</iTradeRoutes>
    			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
    			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
    			<iTradeRouteModifier>0</iTradeRouteModifier>
    [B]<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>[/B]
    			<iGlobalPopulationChange>0</iGlobalPopulationChange>
    			<iFreeTechs>0</iFreeTechs>
    			<iDefense>0</iDefense>
    			<iBombardDefense>0</iBombardDefense>
    			<iAllCityDefense>0</iAllCityDefense>
    			[B]<iEspionageDefense>0</iEspionageDefense>[/B]
    			<iAsset>6</iAsset>
    			<iPower>0</iPower>
    			<fVisibilityPriority>1.0</fVisibilityPriority>
    			<SeaPlotYieldChanges/>
    			[B]<RiverPlotYieldChanges/>[/B]
    			<GlobalSeaPlotYieldChanges/>
    			<YieldChanges/>
    			<CommerceChanges/>
    			<ObsoleteSafeCommerceChanges/>
    			<CommerceChangeDoubleTimes/>
    			<CommerceModifiers>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>100</iCommerce>
    			</CommerceModifiers>
    			<GlobalCommerceModifiers/>
    			<SpecialistExtraCommerces/>
    			<StateReligionCommerces/>
    			<CommerceHappinesses>
    				<iCommerce>0</iCommerce>
    				<iCommerce>0</iCommerce>
    				<iCommerce>10</iCommerce>
    			</CommerceHappinesses>
    			<ReligionChanges/>
    			<SpecialistCounts>
    				<SpecialistCount>
    		<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
    					<iSpecialistCount>2</iSpecialistCount>
    				</SpecialistCount>
    			</SpecialistCounts>
    			<FreeSpecialistCounts/>
    			<CommerceFlexibles/>
    			<CommerceChangeOriginalOwners/>
    <ConstructSound>AS2D_BUILD_BROADCASTTOWER</ConstructSound>
    			<BonusHealthChanges/>
    			<BonusHappinessChanges>
    				<BonusHappinessChange>
    					<BonusType>BONUS_DRAMA</BonusType>
    					<iHappinessChange>1</iHappinessChange>
    				</BonusHappinessChange>
    				<BonusHappinessChange>
    					<BonusType>BONUS_MUSIC</BonusType>
    					<iHappinessChange>1</iHappinessChange>
    				</BonusHappinessChange>
    				<BonusHappinessChange>
    		<BonusType>BONUS_MOVIES</BonusType>
    					<iHappinessChange>1</iHappinessChange>
    				</BonusHappinessChange>
    			</BonusHappinessChanges>
    			<BonusProductionModifiers/>
    			<UnitCombatFreeExperiences/>
    			<DomainFreeExperiences/>
    			<DomainProductionModifiers/>
    			<BuildingHappinessChanges/>
    			<PrereqBuildingClasses/>
    			<BuildingClassNeededs/>
    			<SpecialistYieldChanges/>
    			<BonusYieldModifiers/>
    			[B]<ImprovementFreeSpecialists/>[/B]
    			<Flavors>
    				<Flavor>
    		<FlavorType>FLAVOR_CULTURE</FlavorType>
    					<iFlavor>10</iFlavor>
    				</Flavor>
    			</Flavors>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    		</BuildingInfo>
    	</BuildingInfos>
    </Civ4BuildingInfos>[/SPOILER]

    Here is the Artdefines_building.xml (the biggest thing to note is the new Lsystem. The easiest way to figure out what Lsystem to use is use the same Lsystem as the building that best represents your new building. For example here the Microwave tower uses the same Lsystem as the Broadcast Tower.) Also note the Paths in which to place your art must be Modules/Custom Buildings for a stand alone building.. or Custom civilizations to include the building with your civilization.


    Code:
    [SPOILER]<Civ4ArtDefines xmlns="x-schema:Microwave_Tower_CIV4ArtDefinesSchema.xml">
    	<BuildingArtInfos>
    		<BuildingArtInfo>
    	<Type>ART_DEF_BUILDING_CANADA_MICROWAVESTATION</Type>
    			<LSystem>LSYSTEM_2x2</LSystem>
    			<bAnimated>0</bAnimated>
    			<fScale>1.0</fScale>
    			<fInterfaceScale>0.3</fInterfaceScale>
    			<NIF>Modules/Custom Civilizations/Canada/Microwave_Tower/broadcasttower.nif</NIF>
    			<KFM/>
    			<Button>Modules/Custom Civilizations/Canada/Microwave_Tower/CAN_Microwave.dds</Button>
    		</BuildingArtInfo>
    	</BuildingArtInfos>
    </Civ4ArtDefines>[/SPOILER]
     
  5. purplexus

    purplexus Prince

    Joined:
    Feb 13, 2002
    Messages:
    477
    Location:
    Calgary Alberta, Canada
    A program In which I find of utmost value is Notepad ++. It is free on the Site Download.com (freeware)

    Using Notepad ++ open your warlords copy of your already modular Civilization.
    If you are to open any other BTS Civilization you can do a compare and contrast of the entries.

    Once you have located the new xml entries from your comparisons just do a simple copy and paste and place the same line in the same location.

    As well Upgrade all of your schema files to the BTS ones. (this is Easy)

    Here is an example of the Civilizationinfos xml in which the new additions are in BOLD TYPE

    There are a total of 2 New Options to choose From.


    Code:
    [SPOILER]<Civ4CivilizationInfos xmlns="x-schema:Canada_CIV4CivilizationsSchema.xml">
    	<CivilizationInfos>
     		<CivilizationInfo>
    			<Type>CIVILIZATION_CANADA</Type>
    	<Description>TXT_KEY_CIV_CANADA_DESC</Description>
    <ShortDescription>TXT_KEY_CIV_CANADA_SHORT_DESC</ShortDescription>
    <Adjective>TXT_KEY_CIV_CANADA_ADJECTIVE</Adjective>
    <Civilopedia>TXT_KEY_CIV_CANADA_PEDIA</Civilopedia>
    	<DefaultPlayerColor>PLAYERCOLOR_CANADA</DefaultPlayerColor>
    	<ArtDefineTag>ART_DEF_CIVILIZATION_CANADA</ArtDefineTag>
    			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
    [B]<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>[/B]
    			<bPlayable>1</bPlayable>
    			<bAIPlayable>1</bAIPlayable>
    			<Cities>
    				<City>TXT_KEY_CITY_NAME_OTTAWA</City>
    				<City>TXT_KEY_CITY_NAME_TORONTO</City>
    				<City>TXT_KEY_CITY_NAME_MONTREAL</City>
    				<City>TXT_KEY_CITY_NAME_VANCOUVER</City>
    				<City>TXT_KEY_CITY_NAME_CALGARY</City>
    				<City>TXT_KEY_CITY_NAME_EDMONTON</City>
    				<City>TXT_KEY_CITY_NAME_QUEBEC</City>
    				<City>TXT_KEY_CITY_NAME_WINNIPEG</City>
    				<City>TXT_KEY_CITY_NAME_HALIFAX</City>
    				<City>TXT_KEY_CITY_NAME_VICTORIA</City>
    				<City>TXT_KEY_CITY_NAME_REGINA</City>
    				<City>TXT_KEY_CITY_NAME_HAMILTON</City>
    				<City>TXT_KEY_CITY_NAME_ST_JOHNS</City>
    				<City>TXT_KEY_CITY_NAME_SASKATOON</City>
    			<City>TXT_KEY_CITY_NAME_MISSISSAUGA</City>
    		<City>TXT_KEY_CITY_NAME_LONDON_MIDDLESEX</City>
    			<City>TXT_KEY_CITY_NAME_FREDRICKTON</City>
    				<City>TXT_KEY_CITY_NAME_WINDSOR</City>
    				<City>TXT_KEY_CITY_NAME_LAVAL</City>
    				<City>TXT_KEY_CITY_NAME_KITCHENER</City>
    			<City>TXT_KEY_CITY_NAME_CHARLOTTETOWN</City>
    			<City>TXT_KEY_CITY_NAME_ST_CATHERINES</City>
    			<City>TXT_KEY_CITY_NAME_SHERBROOKE</City>
    			<City>TXT_KEY_CITY_NAME_SAINT_JOHN</City>
    				<City>TXT_KEY_CITY_NAME_OSHAWA</City>
    				<City>TXT_KEY_CITY_NAME_KELOWNA</City>
    				<City>TXT_KEY_CITY_NAME_SUDBURY</City>
    				<City>TXT_KEY_CITY_NAME_MONCTON</City>
    				<City>TXT_KEY_CITY_NAME_KINGSTON</City>
    			<City>TXT_KEY_CITY_NAME_TROIS_RIVIERES</City>
    			<City>TXT_KEY_CITY_NAME_CAPE_BRETON</City>
    		<City>TXT_KEY_CITY_NAME_SAULT_STE_MARIE</City>
    				<City>TXT_KEY_CITY_NAME_SAGUENAY</City>
    				<City>TXT_KEY_CITY_NAME_BRANDON</City>
    				<City>TXT_KEY_CITY_NAME_RED_DEER</City>
    			<City>TXT_KEY_CITY_NAME_THUNDER_BAY</City>
    				<City>TXT_KEY_CITY_NAME_RICHMOND</City>
    			<City>TXT_KEY_CITY_NAME_WHITEHORSE</City>
    			<City>TXT_KEY_CITY_NAME_YELLOWKNIFE</City>
    				<City>TXT_KEY_CITY_NAME_IQALUIT</City>
    				<City>TXT_KEY_CITY_NAME_BARRIE</City>
    			<City>TXT_KEY_CITY_NAME_ABBOTSFORD</City>
    				<City>TXT_KEY_CITY_NAME_GUELPH</City>
    				<City>TXT_KEY_CITY_NAME_CHATHAM</City>
    			<City>TXT_KEY_CITY_NAME_PETERBOROUGH</City>
    				<City>TXT_KEY_CITY_NAME_SARNIA</City>
    				<City>TXT_KEY_CITY_NAME_BRAMPTON</City>
    				<City>TXT_KEY_CITY_NAME_KAMLOOPS</City>
    				<City>TXT_KEY_CITY_NAME_BRANTFORD</City>
    				<City>TXT_KEY_CITY_NAME_NANAIMO</City>
    				<City>TXT_KEY_CITY_NAME_BELLEVILLE</City>
    			<City>TXT_KEY_CITY_NAME_PRINCE_GEORGE</City>
    				<City>TXT_KEY_CITY_NAME_GANDER</City>
    			<City>TXT_KEY_CITY_NAME_DRUMMONDVILLE</City>
    			<City>TXT_KEY_CITY_NAME_KAWARTHAS</City>
    				<City>TXT_KEY_CITY_NAME_LETHBRIDGE</City>
    			<City>TXT_KEY_CITY_NAME_PRINCE_ALBERT</City>
    				<City>TXT_KEY_CITY_NAME_NORTH_BAY</City>
    			<City>TXT_KEY_CITY_NAME_MEDICINE_HAT</City>
    			<City>TXT_KEY_CITY_NAME_FORT_SMITH</City>
                    <City>TXT_KEY_CITY_NAME_MOOSE_JAW</City> 
                   	<City>TXT_KEY_CITY_NAME_LLOYDMINSTER</City>
    			<City>TXT_KEY_CITY_NAME_HAVILAND_BAY</City>
    			</Cities>
    			<Buildings>
    				<Building>
    <BuildingClassType>BUILDINGCLASS_BROADCAST_TOWER</BuildingClassType>
    	<BuildingType>BUILDING_CANADA_MICROWAVE</BuildingType>
    				</Building>
    			</Buildings>
    			<Units>
    				<Unit>
    		<UnitClassType>UNITCLASS_INFANTRY</UnitClassType>
    				<UnitType>UNIT_CANADACORPS</UnitType>
    				</Unit>
    				<Unit>
    		<UnitClassType>UNITCLASS_CAVALRY</UnitClassType>
    				<UnitType>UNIT_CANADA_MOUNTIE</UnitType>
    				</Unit>
    			</Units>
    			<FreeUnitClasses>
    				<FreeUnitClass>
    			<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
    					<iFreeUnits>1</iFreeUnits>
    				</FreeUnitClass>
    			</FreeUnitClasses>
    			<FreeBuildingClasses>
    				<FreeBuildingClass>
    	<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
    				<bFreeBuildingClass>1</bFreeBuildingClass>
    				</FreeBuildingClass>
    			</FreeBuildingClasses>
    			<FreeTechs>
    				<FreeTech>
    					<TechType>TECH_FISHING</TechType>
    					<bFreeTech>1</bFreeTech>
    				</FreeTech>
    				<FreeTech>
    					<TechType>TECH_HUNTING</TechType>
    					<bFreeTech>1</bFreeTech>
    				</FreeTech>
    			</FreeTechs>
    			<DisableTechs/>
    			<InitialCivics>
    				<CivicType>CIVIC_DESPOTISM</CivicType>
    				<CivicType>CIVIC_BARBARISM</CivicType>
    				<CivicType>CIVIC_TRIBALISM</CivicType>
    		<CivicType>CIVIC_DECENTRALIZATION</CivicType>
    				<CivicType>CIVIC_PAGANISM</CivicType>
    			</InitialCivics>
    			<Leaders>
    				<Leader>
    			<LeaderName>LEADER_MACDONALD</LeaderName>
    				<bLeaderAvailability>1</bLeaderAvailability>
    				</Leader>
    				<Leader>
    			<LeaderName>LEADER_MACKENZIEKING</LeaderName>
    				<bLeaderAvailability>1</bLeaderAvailability>
    				</Leader>
    				<Leader>
    				<LeaderName>LEADER_PEARSON</LeaderName>
    				<bLeaderAvailability>1</bLeaderAvailability>
    				</Leader>
    				<Leader>
    				<LeaderName>LEADER_TRUDEAU</LeaderName>
    				<bLeaderAvailability>1</bLeaderAvailability>
    				</Leader>
    				<Leader>
    				<LeaderName>LEADER_JEAN</LeaderName>
    				<bLeaderAvailability>1</bLeaderAvailability>
    				</Leader>
    			</Leaders>
    			[B]<DerivativeCiv>NONE</DerivativeCiv>[/B]
    <CivilizationSelectionSound>AS3D_CANADA_SELECT</CivilizationSelectionSound>
    <CivilizationActionSound>AS3D_CANADA_ORDER</CivilizationActionSound>
    		</CivilizationInfo>
    	</CivilizationInfos>
    </Civ4CivilizationInfos>
    [/SPOILER]
    The Artdefines_Civilization.xml looks like this. The only thing new to this is again the pathway in which to include your Module is now MODULES/Custom Civilizations


    Code:
    [SPOILER]<Civ4ArtDefines xmlns="x-schema:Canada_CIV4ArtDefinesSchema.xml">
    	<CivilizationArtInfos>
    		<CivilizationArtInfo>
    			<Type>ART_DEF_CIVILIZATION_CANADA</Type>
    			<Button>Modules/Custom Civilizations/Canada/Canada.dds</Button>
    			<Path>Modules/Custom Civilizations/Canada/FlagDECAL_Canada.dds</Path>
    			<bWhiteFlag>0</bWhiteFlag>
    		</CivilizationArtInfo>
    	</CivilizationArtInfos>
    </Civ4ArtDefines>[/SPOILER]
     
  6. purplexus

    purplexus Prince

    Joined:
    Feb 13, 2002
    Messages:
    477
    Location:
    Calgary Alberta, Canada
    Since there still seems to be no way of making Audio Files Modular. The Plug and Play team is now undertaking the responsibility of creating a UNIVERSAL audio file in which all Modules will include their Sounds in one huge XML file.

    How do you do this?

    Submit your Modules audio portion to include into the Universal file and We'll add it in. Don't forget to only include the parts you want to add in. I don't want to have to search the entire file looking for your particular parts. I will respond to you through either a Private Message or a post when I got it into the Universal File.

    Also don't forget to include the Sounds pathways into the AudioDefines. Remember the path should now start with MODULES/{TYPE}/
     
  7. Fierabras

    Fierabras Emperor

    Joined:
    Dec 26, 2006
    Messages:
    1,114
    There are 2 slight bold highlighting errors in the post on Leaderheadinfos xml:

    1. Before the bolded tags <MemoryDecay> should also be bold and </MemoryDecays> at the end should not be bold.
    2. The first <MemoryAttitudePercent> before the bolded part should also be bold

    Can you update that post so we modders can easily cut-and-paste again?
     
  8. purplexus

    purplexus Prince

    Joined:
    Feb 13, 2002
    Messages:
    477
    Location:
    Calgary Alberta, Canada
    Done

    thanks for pointing out my errors. Been wrong for quite sometime
     

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